Search found 91 matches
- Wed Aug 07, 2019 8:27 pm
- Forum: Ideas and Suggestions
- Topic: Thermal Dynamics
- Replies: 3
- Views: 1571
Re: Thermal Dynamics
+1, cool idea :) I wanted to expand a bit more on potential effects on heat pipes and turbines too, as that was the first thing I started thinking about. Right now we have these default temperatures -- usually 15Β° I think -- which should change with climate too. In hot environments your water would ...
- Wed Jul 24, 2019 7:54 pm
- Forum: Ideas and Suggestions
- Topic: Isolate roboports by limiting them by circuit networks
- Replies: 17
- Views: 3597
Re: Isolate roboports by limiting them by circuit networks
My suggestion was to be able to cut the yellow dashed line connecting roboports like one can with copper wires by shift clicking power poles. Add a wireless "wire" to manually connect roboports and you are set. That at least would be using mechanics similar to other known mechanics. I of ...
- Mon Jul 22, 2019 6:34 pm
- Forum: Ideas and Suggestions
- Topic: Isolate roboports by limiting them by circuit networks
- Replies: 17
- Views: 3597
Re: Isolate roboports by limiting them by circuit networks
My suggestion was to be able to cut the yellow dashed line connecting roboports like one can with copper wires by shift clicking power poles. Add a wireless "wire" to manually connect roboports and you are set. That at least would be using mechanics similar to other known mechanics. I of ...
- Thu Jul 11, 2019 1:04 pm
- Forum: Ideas and Suggestions
- Topic: You won't like but here's what would fix fluids:
- Replies: 31
- Views: 5205
Re: You won't like but here's what would fix fluids:
when someone is designing a factory, having to wrestle fluid resistance and pumps that don't add pressure is not fun. That's basically why I play Factorio, to solve puzzles like that. If everything just teleported from outputs to inputs this wouldn't be much of a game. All people want is to get stu...
- Wed Jul 10, 2019 6:38 pm
- Forum: Ideas and Suggestions
- Topic: Database of Replays for Machine Learning
- Replies: 12
- Views: 3312
Re: Database of Replays for Machine Learning
Greetings, I am a Deep Learning Engineer who has started experimenting with Deep Reinforcement Learning on Factorio. I am interested in seeing what strategies an agent similar to AlphaStar @deepmind would develop while learning to play this game. One thing that would be incredibly helpful for creat...
- Thu Jun 06, 2019 6:38 pm
- Forum: Ideas and Suggestions
- Topic: Default Train waiting condition for the new temporary Station
- Replies: 26
- Views: 6741
Re: Default Train waiting condition for the new temporary Station
But then the train wouldn't stop at all. So you can't send an artillery train somewhere or send a train to refuel, load or unload without extra steps. And jumping on a moving train at 300km/h isn't that easy. On the other hand if you just want to take a ride somewhere and hop off then having the tr...
- Wed Jun 05, 2019 3:08 pm
- Forum: Ideas and Suggestions
- Topic: Default Train waiting condition for the new temporary Station
- Replies: 26
- Views: 6741
Re: Default Train waiting condition for the new temporary Station
What if there was no default condition at all, so that by default it only routes the train instead of stopping it entirely? Personally, when I use temporary stops I usually don't want the train to stop at all. I might be moving it away from an incoming biter swarm; I might be directing it towards a ...
- Mon May 20, 2019 3:03 pm
- Forum: Ideas and Suggestions
- Topic: Read train contents from locomotive
- Replies: 14
- Views: 7409
Re: Read train contents from locomotive
The bigger issue IME is that the full/empty cargo conditions don't account for fuel. So you have a train that unloads at your base and leaves when empty, and it refuels at the same stop. But if something stops -- mine depletes or base gets full and backs up or whatever -- the train never stops, neve...
- Wed Mar 27, 2019 3:41 pm
- Forum: Ideas and Suggestions
- Topic: New bots type, mining
- Replies: 4
- Views: 902
Re: New bots type, mining
Construction bots will already remove rocks and trees if you mark them with a deconstruction planner...
- Tue Mar 26, 2019 11:43 am
- Forum: Ideas and Suggestions
- Topic: Reset Train Stop name when copy pasting, similar to Blueprints
- Replies: 5
- Views: 1894
Re: Reset Train Stop name when copy pasting, similar to Blueprints
Personally I'd prefer if blueprints were changed to keep the station name by default. I can understand giving random names when there's no hint about what a station is for, but I'd much rather have to rename "iron mine" to "copper mine" rather than having to retype the whole thin...
- Fri Mar 22, 2019 12:48 pm
- Forum: General discussion
- Topic: Why i will never play 0.17
- Replies: 45
- Views: 20028
Re: Why i will never play 0.17
Yeahh, I even thought the quickbar sounded like a good idea in some of the FFF posts... But in practice I haven't used it at all, instead I'm now opening up my inventory every time I need to grab something. My toolbelt was always auto-filled from crafting so I didn't have to think about it. I don't ...
- Thu Feb 21, 2019 7:55 pm
- Forum: Ideas and Suggestions
- Topic: add value pollution to circuit network
- Replies: 3
- Views: 1158
Re: add value pollution to circuit network
Yes, it does not make sense to add a pollution sensor in vanilla. It would make more sense that the mod that allows for pollution cleanup to also add a sensor entity. Therefore, this suggestion belongs rather in the thread of the mod. I think this would make sense in vanilla, as a pollution sensor ...
- Thu Feb 21, 2019 6:52 pm
- Forum: Ideas and Suggestions
- Topic: Factorio Incidents
- Replies: 6
- Views: 1786
Re: Factorio Incidents
I love this idea, but I don't think it should be entirely random. Make it more realistic and also give the player some ability to mitigate the issues. A pipe that's always at maximum capacity should explode more often than one that's only half full; assemblers should blow up more often when they're ...
- Thu Feb 21, 2019 6:33 pm
- Forum: Ideas and Suggestions
- Topic: Adjustable roboport range
- Replies: 6
- Views: 2762
Re: Adjustable roboport range
I don't see any benefits in adjusting the building range. There are many situations where it could be useful to prevent bots from repairing/(re)placing things : for instance situations where it would be a bit too expensive to replace the killed bots (and whatever they could be carrying). Circuit ne...
- Mon Dec 31, 2018 12:28 pm
- Forum: General discussion
- Topic: What about a subscription model for Factorio starting with 0.18?
- Replies: 43
- Views: 10324
Re: What about a subscription model for Factorio starting with 0.18?
I don't think there's any good way to implement this idea technically... As others have said, online play exists, but it's not necessarily the focus of the game. And it's not an MMO where you can just lock people out of the server if they don't pay. Likewise, you don't need the constant income to ma...
- Fri Dec 21, 2018 7:53 pm
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 71754
Re: Friday Facts #274 - New fluid system 2
Yeah, how exactly does the fluid mixing logic affect train stops? Does this make it easier to build a multi-fluid train stop -- because only the pumps connecting to the same fluid type will connect to the train? Or does it make it impossible, because the train wouldn't connect at all if one of the p...
- Wed Sep 19, 2018 2:33 pm
- Forum: Ideas and Suggestions
- Topic: Robot request should be fullfilled by robots in network
- Replies: 3
- Views: 1215
Re: Robot request should be fullfilled by robots in network
Pretty sure you can already create this kind of behavior using the circuit network to pull bots out of a roboport if there are zero in storage. But if they change as you suggest then there would be no way to go back. Current behavior seems much more versatile.
- Tue Apr 03, 2018 6:18 pm
- Forum: Gameplay Help
- Topic: 0.16 Oil processing stops when output tanks fill up
- Replies: 15
- Views: 12408
Re: 0.16 Oil processing stops when output tanks fill up
IMO, not having circuits on cracking is your problem. I've never built a base that ran out of any oil product except petroleum. If you don't have enough heavy oil, either you're doing something that uses an absurd amount of lube (are you building millions of blue belts or something?) or it's just al...
- Fri Mar 09, 2018 2:57 pm
- Forum: Gameplay Help
- Topic: [Simplest] player transporting system in vanilla?
- Replies: 5
- Views: 2693
Re: [Simplest] player transporting system in vanilla?
Can't share a blueprint right now but I recently built a tram system that should do what you want. So here's what i did -- two headed train in automatic mode with one station in the schedule (I called it PT for Personal Transit). Next you build each tram stop just large enough for the train, with a ...
- Wed Feb 21, 2018 7:36 pm
- Forum: Ideas and Suggestions
- Topic: Enable right mouse (to mine entity) when placing blueprint
- Replies: 3
- Views: 1136
Re: Enable right mouse (to mine entity) when placing blueprint
+1 YES Maybe it's just me, but my mind refuses to comprehend that building a ghost from a blueprint enables different actions than building ghosts from an object I'm holding. It just feels like logically those are the same action so they should have the same behavior. I try to do this a few times a ...