Search found 135 matches

by leoch
Tue May 30, 2017 9:23 am
Forum: Ideas and Suggestions
Topic: Versioning for blueprints
Replies: 5
Views: 2611

Versioning for blueprints

I have quite a few complex blueprints that have gone through several revisions.

Can we please get:
  • version control for blueprint books
  • ability to update a blueprint without wiping, recreating from scratch, and renaming
by leoch
Tue May 30, 2017 9:21 am
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 135
Views: 40662

Re: Read materials required for construction from roboport

Self-supplying, self-constructing remote autoposts with proper logistics; I like it! BTW you can do this already if you don't mind using a generic station unloading a few of every type of item that might be required. And yes, you can unload 20+ types of item from a single train wagon in limited quan...
by leoch
Mon May 29, 2017 3:36 pm
Forum: Implemented Suggestions
Topic: Blueprints in logistic trash slots should be deletable.
Replies: 1
Views: 855

Re: Blueprints in logistic trash slots should be deletable.

Sounds more like a bug report than a suggestion.
by leoch
Mon May 29, 2017 3:34 pm
Forum: Implemented in 2.0
Topic: Free cables/wires (Poles contain all)
Replies: 34
Views: 25287

Re: Red/Green Wire Tools

Interesting idea. But I don't find the wires expensive, and if I use a lot I just get them delivered by drone so I have a full stack of each colour in my toolbar. Having a red/green tool in each slot instead wouldn't make much difference for me.
by leoch
Mon May 29, 2017 3:23 pm
Forum: Ideas and Suggestions
Topic: miniature trains (Werksbahn), dump requester chest
Replies: 4
Views: 1981

Re: miniature trains (Werksbahn), dump requester chest

It sounds like you want to transport a few mixed high-tech items back down the bus. You can do that with a belt: have a circuit network signalling the items needed, and inserters only loading requested items. Connect the whole belt to another circuit network and subtract its contents from the origin...
by leoch
Mon May 29, 2017 1:39 pm
Forum: Implemented Suggestions
Topic: Read keyboard layout from system
Replies: 5
Views: 2786

Re: Read keyboard layout from system

I'm sure its possible one way or another. Personally, I gave up translating the keyboard bindings to be usable on my keyboard, and just created a Factorio mapping for my G13 using the existing Factorio bindings. But if you don't have a dedicated gaming keyboard and don't like QWERTY, this doesn't he...
by leoch
Mon May 29, 2017 1:07 pm
Forum: Ideas and Suggestions
Topic: (Big) Walking Robot
Replies: 5
Views: 1781

Re: (Big) Walking Robot

How would you walk through your factory? Or would you need to park it like a tank?
by leoch
Mon May 29, 2017 1:06 pm
Forum: Ideas and Suggestions
Topic: Impact force: damage model
Replies: 0
Views: 422

Impact force: damage model

Annoying that small bumps in the car always require repair? That rocks have "hit points"? Change the damage model slightly: have an "absorption threshold" for each object, which is the number of damage points removed from a "hit" before any hit points are removed (this ...
by leoch
Sat May 27, 2017 10:24 am
Forum: Ideas and Suggestions
Topic: [0.15.12] Construction robots should grab first, then go
Replies: 7
Views: 2162

Re: [0.15.12] Construction robots should grab first, then go

Same applies on return: robots currently drop items on the player, move away a little to recharge, then move back to land. Really they should just land immediately, unloading items as they do so, and charging after landing. (This would also solve the "bug" that "mining" robots st...
by leoch
Sat May 27, 2017 10:21 am
Forum: Ideas and Suggestions
Topic: Factory Reservoirs
Replies: 5
Views: 2044

Re: Factory Reservoirs

Factories can already store at least one whole stack. But most factories disable their inserters when the output buffer has just a few items in it; smelters seem to be the only "factories" which let inserters keep the supply up until their output buffer is full. But as ATA says, there isn'...
by leoch
Sat May 27, 2017 10:16 am
Forum: Ideas and Suggestions
Topic: Allow train stops to be placed on 1x1 grid
Replies: 5
Views: 3473

Re: Allow train stops to be placed on 1x1 grid

+1, assuming you also mean to rails.

I've had to rebuild a whole station blueprint because it didn't tile correctly due to the rail position.
by leoch
Sat May 27, 2017 10:14 am
Forum: Ideas and Suggestions
Topic: "Boiler run constantly" setting
Replies: 5
Views: 3668

Re: "Boiler run constantly" setting

Really strange idea. Less smart boilers would make basic power plants more complex to set up. You can't "create excess electricity" in the real world; it doesn't work that way. If instead you were constantly creating steam independent of usage, you'd need some radiators or vents to cool/ej...
by leoch
Sat May 27, 2017 10:09 am
Forum: Ideas and Suggestions
Topic: Solar panels OP
Replies: 17
Views: 7651

Re: Solar panels OP

The space requirements mean even more resources and time spent fighting aliens, and the resources mean more time and effort spent not building other useful thing. I'm surprised that space ends up being a major issue. I find solar+accumulators makes a good baseload supply, and a switched coal plant ...
by leoch
Fri May 26, 2017 1:40 pm
Forum: Releases
Topic: Version 0.15.14
Replies: 22
Views: 18185

Re: Version 0.15.14

boro wrote:I'm getting very reproducable crashes as well. I'll try to upload my stuff.
Wasn't just me then. Trying to build rails in my case, and got "Invalid pan value (error code: 255)" printed a lot on the console.
by leoch
Sat May 20, 2017 3:09 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 149879

Re: Friday Facts #191 - Gui improvements

Great stuff. I especially like the idea of being able to shift/control-click stuff and make it go where you want, instead of dealing with fixed rules like "shift+clicked wood goes in trash". Something i really want: to be able to get an arbitrary ghost item without crafting one. Toolbar is...
by leoch
Fri May 19, 2017 12:20 pm
Forum: Mods
Topic: [MOD 0.15.13+] Smaller Fluid Wagon & Barrel 0.0.4
Replies: 10
Views: 3951

Re: [MOD 0.15+] Smaller Fluid Wagon & Barrel 0.0.2

I like this rebalance, thanks!

Perhaps another thing worth thinking about is pumping speed? Not sure if it's worth changing, but the speed at which a fluid wagon can be emptied is insane.
by leoch
Fri May 19, 2017 12:15 pm
Forum: Mods
Topic: [MOD 0.15] E Boiler -An Electric Boiler mod
Replies: 18
Views: 7928

Re: [MOD 0.15] E Boiler -An Electric Boiler mod

You all are missing the point. The purpose is to make steam for oil recipes, not power production. That may be the purpose, but there's no harm in thinking the rest through. E.g. Nightinggale's idea of (indirectly) solar-heating water in order to generate power at night without accumulators is a go...
by leoch
Wed May 17, 2017 8:12 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 879970

Re: 4-way intersection testing: Throughput and deadlocks

The "wide" layouts are new? Here's another. It's actually the same as Wide except with the lines closer together. 0eNqlW9tOIkEQ/ZXNPIPp6nvzDfu+DxuzQZi4k+BoAM0aw78vyEBAa5xzxifD6Bzr0nXq0sVbdbd6rp/WTbutZm9Vs3hsN9Xs91u1ae7b+erwbPv6VFezqtnWD9WkaucPh0/rebOqdpOqaZf1v2omu9tJVbfbZtvUx/ffP7z+aZ8f7ur...
by leoch
Wed May 17, 2017 7:54 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 879970

Re: 4-way intersection testing: Throughput and deadlocks

Thanks for testing. Yes, I'm not great at signalling. Hopefully this one's better. It's inspired by the Celtic cross, but unfortunately doesn't have the same aesthetic appeal. 0eNqlm+1OGzsQhu9lfyeVxx9jO7dSVUcUVu1KsKAkVAch7v0kZJNT6Lj7vptfFW3zMB7Ptyev3ff75/5pO4z7bvPaDbeP467bfH3tdsOP8eb++Hf7l6e+23TDvn/...

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