Search found 387 matches
- Sun Oct 18, 2020 2:34 pm
- Forum: Ideas and Suggestions
- Topic: Rocket Silo should connect to circuit network
- Replies: 50
- Views: 18477
Re: Rocket Launch by Circuit Condition
This is simple: you can add 10 inserters around the rocket launch, each picks up science packs from a chest. Don’t forget to switch their max. stack size to 10 each, and control them all with a circuit. When launch signal is send, all 10 inserters move at once, put each 10 science pack in and so yo...
- Sun Oct 18, 2020 2:31 pm
- Forum: Ideas and Suggestions
- Topic: Rocket Silo should connect to circuit network
- Replies: 50
- Views: 18477
Re: Rocket Launch by Circuit Condition
Firstly previously done test confirm your results. Having a delay between cargo insertion and launch would also do the trick. Povided enough inserters are in place. On the other hand not having full fish efficency might be an intended behaiviour.
- Fri Oct 16, 2020 9:22 pm
- Forum: Ideas and Suggestions
- Topic: Dynamic train schedule
- Replies: 68
- Views: 27464
Re: Conditional stations in train schedule
Furthermore, refuelling should be the least problem, given 3 slots for nuclear fuel per locomotive.
- Tue Oct 13, 2020 6:53 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 90562
Re: Friday Facts #361 - Train stop limit, Tips and tricks
This would be quite redundant, given the fact releases are accompanied with changelogs.dgls wrote: ↑Tue Oct 13, 2020 1:59 pmWhen download will be released?FactorioBot wrote: ↑Fri Oct 09, 2020 6:42 amHere it is! (beep boop)
https://factorio.com/blog/post/fff-361
Fryday Fact could be "Release Facts", and posted when the release is ready.
- Fri Oct 09, 2020 8:27 am
- Forum: Ideas and Suggestions
- Topic: Electric Discharge Defense trigger on melee damage
- Replies: 7
- Views: 4427
Re: Electric Discharge Defense trigger on melee damage
knocking back the biters would be superbly useful Even if a knockback effect proves troublesome, a stun effect would be very useful for mitigating melee damage. The knockback and stun are implemented in 1.0; it's the auto-fire and potential acid cleaning that are concepts only. This is known. My po...
- Fri Oct 09, 2020 8:01 am
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 90562
Re: Friday Facts #361 - Train stop limit, Tips and tricks
Glad to get some updates (and some more in the weeks to follow) on development. Limiting the train number per station should be interesting. I’m excited to play around with that. Together with some more map icons, logistics for spidertron and the upgrade for tip and tricks as well as the tutorials w...
- Thu Oct 08, 2020 5:21 am
- Forum: Ideas and Suggestions
- Topic: Electric Discharge Defense trigger on melee damage
- Replies: 7
- Views: 4427
Re: Electric Discharge Defense trigger on melee damage
I like this idea, knocking back the biters would be superbly useful if taking melee damage.
The discharge remote could and should still be kept if a more manual approach is preferred.
The discharge remote could and should still be kept if a more manual approach is preferred.
- Sat Oct 03, 2020 9:33 am
- Forum: Ideas and Suggestions
- Topic: Locomotive and Rail System
- Replies: 4
- Views: 1682
Re: Locomotive and Rail System
Not that installing a mod is in any way difficult. Like ssilk said before, your suggestions would add stuff to trains without really changing anything fundemental. Besides what would I use manual only locomotives and rails out of a resource I can not automate for? The compartmentalized cargo wagon i...
- Fri Oct 02, 2020 9:54 am
- Forum: Ideas and Suggestions
- Topic: Spidertron Cargo
- Replies: 5
- Views: 2254
Re: Spidertron logistic slots.
Good Suggestion.
In fact needed such, that it is already on the roadmap.
In fact needed such, that it is already on the roadmap.
- Fri Sep 25, 2020 4:18 pm
- Forum: General discussion
- Topic: Do i need to mute the music in-game when posting youtube videos?
- Replies: 10
- Views: 3128
Re: Do i need to mute the music in-game when posting youtube videos?
World War III and the end of all further historical recordings.
- Wed Sep 16, 2020 7:15 am
- Forum: Ideas and Suggestions
- Topic: Chests of variable length
- Replies: 6
- Views: 1908
Re: Chests of variable length
What would be the gameplay benefit above just placing single chest in a block. Convenience wise there is copy/past for filters and request (blueprints and the entity copy/cut paste) and the circuit network for addressing the whole chest block. Therefore I would see those tractable chest more of a po...
- Tue Sep 15, 2020 4:01 pm
- Forum: General discussion
- Topic: Any information about schedule / road-map?
- Replies: 4
- Views: 1662
Re: Any information about schedule / road-map?
Not quite. Check the wiki out.
- Sun Sep 13, 2020 7:47 am
- Forum: Ideas and Suggestions
- Topic: Patrol mode for Spidertron
- Replies: 25
- Views: 10555
- Thu Sep 10, 2020 8:11 am
- Forum: Gameplay Help
- Topic: Guns not Firing
- Replies: 5
- Views: 2970
Re: Guns not Firing
Is this occurring with the space bar and c?
- Sat Sep 05, 2020 11:10 am
- Forum: Ideas and Suggestions
- Topic: Tighter GUI: smaller titles, smaller frames/bounding boxes
- Replies: 3
- Views: 1289
Re: Tighter GUI: smaller titles, smaller frames/bounding boxes
You know, that you can drag and drop GUIs to any location an the screen?
- Sat Sep 05, 2020 7:07 am
- Forum: General discussion
- Topic: Reuse, Repurpose, Recycle tips and tricks
- Replies: 7
- Views: 2694
Re: Reuse, Repurpose, Recycle tips and tricks
What about storying anything not recyclable in the wrecked spaceship. Provided youe aren't using it as warehouse.
- Wed Sep 02, 2020 4:36 am
- Forum: Ideas and Suggestions
- Topic: [obsolete after V1.1] New Train stop condition: Next stop not deactivated
- Replies: 16
- Views: 5073
Re: New train schedule wait condition: "Next station enabled"
Wich would make a train stacker viable. Simply put your problem is, you have multiple trains from multiple load stations basically scheduled for one (ore few) unloading station(s). You don't want trains to needlessly drive around and waste fuel. The depot you are suggesting seems to be a centralized...
- Tue Sep 01, 2020 9:29 pm
- Forum: Ideas and Suggestions
- Topic: [obsolete after V1.1] New Train stop condition: Next stop not deactivated
- Replies: 16
- Views: 5073
Re: New train schedule wait condition: "Next station enabled"
I think a pretty simple and elegant solution here is to add a wait condition that enables the expected behavior that trains do not skip to the next item in the schedule A train stacker would also achieve your desired goal, having a loaded train (technically a buffer) ready in some sort of depot (th...
- Mon Aug 31, 2020 4:50 am
- Forum: Ideas and Suggestions
- Topic: Add rocket to the bottom of each forum page
- Replies: 4
- Views: 1175
Re: Add rocket to the bottom of each forum page
Didn't the devs mentioned somewhere, they're going to update the style of the forums eventually.
- Sat Aug 29, 2020 10:06 am
- Forum: Implemented Suggestions
- Topic: Blueprints: Mirror/flip
- Replies: 97
- Views: 73421
Re: Mirroring blueprints
Or Blueprint Flip an Trun for just the mirroring.