Search found 42 matches

by Cobaltur
Sun Jan 20, 2019 5:02 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 31618

Re: Friday Facts #278 - The new quickbar

https://compass-ssl.microsoft.com/assets/b1/12/b112ddfc-0541-4948-a804-a7268b0cc2a7.jpg?n=mk_nek4000v2_large.jpg Please make the switching toolbar configurable. I use only 1-6 for those items I have to switch very often like belt inserter splitter, underground belt and 1-2 blueprints books dependin...
by Cobaltur
Sat Nov 03, 2018 1:35 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 24016

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

After making this system it has made me think if I could apply some variant of it to robots building things, so a robot could theoretically grab 3 inserters and build all 3 quickly in series. It's an interesting thought for another time... Yes, defenitly. The most annoying build thing by robots is ...
by Cobaltur
Sun Oct 28, 2018 8:13 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 106614

Re: Friday Facts #266 - Cleanup of mechanics

streamline mining . good. don't stop at uranium. Please make no exceptions. Do the narrowing in one oft the next refinement steps. e.g. Centrifuge the refinement is specific to the uran process and the ore mining is generalized. Idea behind: the ore is mixed with dirt in it's natural finding Ok. you...
by Cobaltur
Fri Sep 14, 2018 11:05 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 57664

Re: Friday Facts #260 - New fluid system

Perhaps refactor it from floats to integers, which would make it work more cleanly, but would also make some calculations more complicated. TBD. Oh that might solve a lot of other problems liquid 0.x not fullfill "greater than 0" [0.16.24] 0.15.10 Fluid wagon leaving even though condition...
by Cobaltur
Fri Mar 23, 2018 10:43 pm
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 31618

Re: Friday Facts #235 - 0.16 stable

Better fluid physics Would be great if we can get also a fluid filter like the inserters. Pump with a static filter like buffer chests would be great. This would improve unload and loading trains and filter unwanted mixed pipes ... maybe it allows new desing of oil factories and beacon layouts. Thi...
by Cobaltur
Tue Mar 13, 2018 8:22 pm
Forum: Ideas and Suggestions
Topic: copy/paste for provider chests (limit slots)
Replies: 0
Views: 340

copy/paste for provider chests (limit slots)

TL;DR I want to limit the size of the provider chests in a fast way. What ? I'm using the copy&paste recipe for provider chests a lot ( and its inceasing amount depending on the modules and beacons) So why not limiting the output amount on pasting onto a provider chest. The number of free slots...
by Cobaltur
Sun Feb 18, 2018 11:19 pm
Forum: Ideas and Suggestions
Topic: Train station reservations [solved by mod]
Replies: 7
Views: 2408

Re: Train station reservations [solved by mod]

but for larger bases I cannot build one kind of production in a single place :) so this bottlenecks have worked for me only in smaller games where I end the game typically with starting a rocket. Some people might be doing this running a 1k-science/per minute-base but I like more outposts .... and t...
by Cobaltur
Sun Feb 18, 2018 10:57 pm
Forum: Duplicates
Topic: liquid 0.x not fullfill "greater than 0" [0.16.24]
Replies: 2
Views: 716

Re: liquid 0.x not fullfill "greater than 0" [0.16.24]

thx but I guess it has not been fixed because for the related situation was a workaround PUSH Why is this on not a bug? This damned fluid behavior is so annoying. What should we do with an unempty rail tanker with 0.1 liquid? Get this sorted out! Use the 'inventory empty' condition if you want the t...
by Cobaltur
Sun Feb 18, 2018 12:43 pm
Forum: Duplicates
Topic: liquid 0.x not fullfill "greater than 0" [0.16.24]
Replies: 2
Views: 716

liquid 0.x not fullfill "greater than 0" [0.16.24]

short: having some small amount of liquid (less than 1) in a tank does not trigger the condition "Greater than 0" attached: vanilla sandbox game. in the screenshot 0.7 raise no alarm but 1.4 by the way: please add a filter to pumps like in the new splitter ( programmale settings is optiona...
by Cobaltur
Sat Feb 17, 2018 10:31 pm
Forum: Ideas and Suggestions
Topic: Avatar Teleporter
Replies: 45
Views: 6721

Re: Teleportation pads

May be you should have a look into the mod portal - look for "teleport" ... there were 2 with 10000+ downloads
by Cobaltur
Sat Feb 17, 2018 10:07 pm
Forum: Ideas and Suggestions
Topic: liquid filtering for pumps, tanks and wagons
Replies: 32
Views: 8584

Re: liquid filtering for pumps, tanks and wagons

filtering inside a base is insufficient. After playing more than 1000 hours I found recently the "logistic train network" mod. I love it. Altough I love trains, managing multiple outpots and balancing refinements (to plates or to green circuits) is a mess. But using a train for multiple pu...
by Cobaltur
Sat Feb 17, 2018 8:08 am
Forum: Ideas and Suggestions
Topic: liquid filtering for pumps, tanks and wagons
Replies: 32
Views: 8584

Re: liquid filtering for pumps, tanks and wagons

still missing a pump with a single filter for offloading
by Cobaltur
Fri Feb 09, 2018 11:00 pm
Forum: Ideas and Suggestions
Topic: Train station reservations [solved by mod]
Replies: 7
Views: 2408

Re: Train station reservations

OK at least someone solved this in a mod that does everthing I want

https://mods.factorio.com/mod/LogisticTrainNetwork
by Cobaltur
Wed Feb 07, 2018 8:46 pm
Forum: Ideas and Suggestions
Topic: Train station reservations [solved by mod]
Replies: 7
Views: 2408

Train station reservations [solved by mod]

TL;DR Send a distinct number of trains (most of the time a single one ) to a (unique) station of if it's really requested. What ? In a larger base you will have dozens ore outpost and multiple smelter outskirts. Have one train just for each outpost is a waste. And if the train is killed it`s annoyi...
by Cobaltur
Sun Feb 04, 2018 12:59 pm
Forum: Ideas and Suggestions
Topic: Stack size bonus for construction robots
Replies: 7
Views: 2147

Re: Stack size bonus for construction robots

That's something we've wanted to do but it's not a simple switch that can be flipped. Robots are only capable of taking on 1 job at a time right now. So, if you gave a construction robot a stack of something and told it to "go" you can only ever tell it to "go" do one thing. Per...
by Cobaltur
Sun Jan 21, 2018 8:09 am
Forum: Implemented Suggestions
Topic: Account synced blueprint books
Replies: 18
Views: 4368

Account synced blueprint books

TL;DR Store account blueprints in cloud. What ? I want my blueprint libary synced on Steam like my savegames. I do not talk about a Steam like Workshop for sharing blueprint books with other users. Just my blueprint books. I play the game across multiple computers in different locations. Games are ...
by Cobaltur
Fri Jul 28, 2017 4:44 pm
Forum: Energy Production
Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
Replies: 146
Views: 70785

Re: The perfect OCD compliant nuclear power plant! --- Now v2.4!

Finally not "a single 8 core setup" blueprint. A book with increments nice. good job For fast usage the 1 reactor setup is missing, in early stage its expensive enough and not wise to start directly with 2 reactors. And 1 reactor has only 1/4 of exchangers etc. so the 1 reactor setup would...
by Cobaltur
Sat May 20, 2017 4:28 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 86816

Re: Friday Facts #191 - Gui improvements

I spent also 780h into the game. And I like the changes too. But speaking making things easier for new players and inventory. I hate the group function. I'm searching so many time for an item in the inventory. It's getting worse if you play with mods. So why we do have registers in the crafting area...
by Cobaltur
Sat Oct 01, 2016 3:26 pm
Forum: Combinator Creations
Topic: almost Math.max using 8 combinators
Replies: 7
Views: 5992

Re: almost Math.max using 8 combinators

I stopped working on this.
Doing it as a mod seems is easier for me s. above.
I cannt wait for the day this will be in vanilla. Because I love to play vanilla.
by Cobaltur
Thu Sep 29, 2016 9:18 pm
Forum: Combinator Creations
Topic: almost Math.max using 8 combinators
Replies: 7
Views: 5992

Re: almost Math.max using 8 combinators

Oh substracting the average on all is also a nice idea. In my approch I tried to keep all values and to flip only the sign into negative (besides the *=1000 & /=1000 surrounder for low values) And for my station scenrio I can just add a checker "if this rail has to be blocked" if it is...

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