Search found 91 matches

by urza99814
Sun Jun 04, 2017 5:52 pm
Forum: Gameplay Help
Topic: [Circuit Network] Speed and Debugging
Replies: 3
Views: 2863

Re: [Circuit Network] Speed and Debugging

You might be able to build a debugger circuit actually... You can halt the execution of your circuit by disconnecting the power. And you can connect a power switch to a circuit network to halt on a specific condition (Like a "breakpoint" in a software debugger). Of course, when you disconn...
by urza99814
Sun Jun 04, 2017 3:14 pm
Forum: Gameplay Help
Topic: Decider Combinator
Replies: 3
Views: 1843

Re: Decider Combinator

Could do it with just a constant combinator too. Assuming you've got the total count of coal already coming into your request chest, just add a second wire going to a constant combinator set to negative 3000 coal. You don't need a decider because the request chest won't request a negative value, and...
by urza99814
Sat May 27, 2017 1:21 am
Forum: Ideas and Suggestions
Topic: Enable/disable logistics chests
Replies: 1
Views: 4351

Enable/disable logistics chests

TL;DR In addition to 'read contents', I think it would be useful if provider chests could be enabled/disabled through the circuit network. What ? Many entities already have the ability to be enabled/disabled based on circuit network conditions; I think it would be useful to have this extended to lo...
by urza99814
Fri May 26, 2017 7:37 pm
Forum: General discussion
Topic: warehouse
Replies: 40
Views: 14078

Re: warehouse

I'd say something like a line of steel chests at a rail station isn't a buffer, it's a cache. A buffer is when you have fifty chests of coal at your power station to give you enough time to react when the station cache empties out. :) But here we're taking above and beyond that to actual storage. Pe...
by urza99814
Thu May 25, 2017 7:35 pm
Forum: General discussion
Topic: Poll : Curious as to how many coders play factorio
Replies: 10
Views: 3523

Re: Poll : Curious as to how many coders play factorio

A follow coder and friend at work talked about the glory of factorio.. I'm now working in an office were every Software Engineer here (6 of us) plays factorio...We love it.. We joke about how any new hires should be required to make a factory and then we evaluate it to get a sense of their engineer...
by urza99814
Thu May 25, 2017 2:22 am
Forum: Gameplay Help
Topic: Stack Filter Inserter - set stack size according to filter
Replies: 11
Views: 5223

Re: Stack Filter Inserter - set stack size according to filter

just having one chest/inserter per item type is pretty much the only way that works reliably for both personal and regular supply. Eh, you can make it work. I had a wall repair train in my last game that would carry walls, turrets, multiple power poles, concrete, both kinds of bots, roboports, rail...
by urza99814
Wed May 24, 2017 12:45 am
Forum: Gameplay Help
Topic: 0.15 no electricity with steam engine???
Replies: 6
Views: 4621

Re: 0.15 no electricity with steam engine???

I'd use beta, personally. I'm pretty sure there's about zero chance of them reverting that change, so playing with 0.14 just means your base WILL break later. Maybe you'll be bored with it by then, but maybe not :) Don't be too afraid of that "experimental" label. It might have bugs, but p...
by urza99814
Tue May 23, 2017 11:21 pm
Forum: Gameplay Help
Topic: 0.15 no electricity with steam engine???
Replies: 6
Views: 4621

Re: 0.15 no electricity with steam engine???

Are you loading the same saved game? The boilers were changed significantly in 0.15, they are much larger and have steam output separate from water pass-through. So you'll need to redesign your steam engine setup in 0.15. See the example near the bottom of this FFF... water moves North/south while s...
by urza99814
Tue May 23, 2017 10:15 pm
Forum: Gameplay Help
Topic: [Circuit Network] Getting electric satisfaction data
Replies: 8
Views: 12972

Re: [Circuit Network] Getting electric satisfaction data

Pretty sure that's not possible at the moment. Also pretty sure you don't really need it. If you're at 50% or at 70% does it really matter? Either way you need more power... In my last game I had several different power networks. Solar was always providing power. If power started to fall it would tr...
by urza99814
Sat May 20, 2017 7:51 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 148857

Re: Friday Facts #191 - Gui improvements

Well, I guess I'm *that guy*...I don't like the toolbar stuff at all...sounds like maybe nobody uses the toolbar the way I do? First, it sounds like you're going to make the toolbar rely on the filter item mechanism...which isn't intuitive or discoverable and frankly doesn't make any sense at all. I...
by urza99814
Wed May 17, 2017 12:29 am
Forum: Modding discussion
Topic: Need some help about mod license
Replies: 8
Views: 3274

Re: Need some help about mod license

Unfortunately, it is not a very good license apparently. More specifically, the "Non-Commercial" part is overprotecting my works. A user of my mod has just raised the issue: The current non-commercial restriction prevents anyone from posting a monetized video or ad-supported blog post tha...
by urza99814
Fri May 05, 2017 10:03 pm
Forum: General discussion
Topic: Glowing heat pipes
Replies: 7
Views: 3223

Re: Glowing heat pipes

There are some glow-related properties for heat pipe in entity.lua. I tried modifying them, but they don't do anything. However, if you think realistically, if the pipes are glowing, it means they fail to keep the heat energy inside them. Heat energy is lost from their surface. Anything touching th...
by urza99814
Fri May 05, 2017 6:03 pm
Forum: Gameplay Help
Topic: Small nuclear controll
Replies: 14
Views: 5550

Re: Small nuclear controll

Is the counter really necessary? I've got a nuclear setup running with two reactors that seems much simpler. I can't find the numbers right now but I think I remember reading that one fuel rod will provide about one storage tank full of steam. Less if that steam is being consumed by your factory at ...
by urza99814
Fri May 05, 2017 12:11 am
Forum: Ideas and Suggestions
Topic: Allow updating blueprints and keeping existing icons
Replies: 14
Views: 3636

Re: Allow updating blueprints and keeping existing icons

Yup, I was gonna ask for something similar as well. There used to be a single button to clear a blueprint, which I used all the time. Being able to permanently maintain blueprint libraries across games is great, but I don't actually want to permanently store every single blueprint. 95% of the bluepr...
by urza99814
Fri Apr 21, 2017 4:46 pm
Forum: News
Topic: Friday Facts #187 - Space science & 0.15 graphics
Replies: 362
Views: 141167

Re: Friday Facts #187 - Space science & 0.15 graphics

Although the changes look great my first reaction to rocket changes was how SpaceX mod will change. Gl to the developer of that one :p Can we reuse the rocket? Just felt like the above comments belong together :P I was so excited for 0.15... but this... With all the FFF, all the great constant comm...
by urza99814
Mon Apr 17, 2017 12:17 pm
Forum: Ideas and Suggestions
Topic: Add logistics support to trains
Replies: 19
Views: 6382

Re: Add logistics support to trains

Well, the first issue is that you really shouldn't be emptying every single train using bots. Any efficiency you gained by using a train you just lost by using the bots. Slow, expensive, and power-hungry. Secondly, learn to use the circuit network. Almost all of the problems you described could be s...
by urza99814
Tue Apr 11, 2017 2:09 pm
Forum: Gameplay Help
Topic: Gun Swicth
Replies: 5
Views: 3057

Re: Gun Swicth

I suggest changing this to something that is not the default. When clear cursor and switch weapon share a hotkey, this happens to me a lot: 1. You accidentally press clear cursor and extra time and switch your weapon to the shotgun. 2. You accidentally press the space bar either because your thumb ...
by urza99814
Sun Apr 02, 2017 8:03 pm
Forum: Ideas and Suggestions
Topic: Make hazard concrete have a movement speed reduction
Replies: 11
Views: 3865

Re: Make hazard concrete have a movement speed reduction

Hmm...I put the hazard concrete around the rails, but usually not directly under them (can't really see it there anyway!)... So you'd slow down for a sec just before hitting the rails, giving a bit of extra time to see if a train is coming. I kinda like it!
by urza99814
Fri Mar 10, 2017 10:36 pm
Forum: Gameplay Help
Topic: side loading full belt
Replies: 9
Views: 5018

Re: side loading full belt

Try just putting a green wire between two belt segments near the end of the belt feeding from the side. It probably won't be *perfect*, but I think you should be able to set it up so it disables one segment as long as there's more than one or two items on the segment in front of it. Haven't tried it...
by urza99814
Wed Mar 08, 2017 1:57 pm
Forum: Gameplay Help
Topic: Auto... Refining?
Replies: 3
Views: 1325

Re: Auto... Refining?

If there's oil in the input pipe and room in all three output pipes it will produce, there shouldn't be anything else required. Check for breaks or blockages in your pipe network.

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