Search found 91 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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 ...
- 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!
- 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...
- 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.