Search found 216 matches

by mp0011
Sun Mar 04, 2018 4:24 pm
Forum: Ideas and Suggestions
Topic: Don't allow construction bots to take last Item from hand
Replies: 6
Views: 2278

Re: Don't allow construction bots to take last Item from hand

For now, simplest solution is just to have book full of such one item blueprints...
by mp0011
Sun Mar 04, 2018 3:49 am
Forum: Ideas and Suggestions
Topic: Don't allow construction bots to take last Item from hand
Replies: 6
Views: 2278

Re: Don't allow construction bots to take last Item from hand

How do You place ghost of something without having it "in hand"? I believe, it can be easily moded into game: Middle Click in crafting menu, if item is placeable = item ghost in hand - created ad-hoc virtual blueprint with single item, vanishing after seelcting something else, or "Q&q...
by mp0011
Sun Mar 04, 2018 2:32 am
Forum: Ideas and Suggestions
Topic: Turret idle animations
Replies: 7
Views: 2233

Re: Turret idle animations

There are bases with hunderts thousand ot turrets.
Each turret animation, even out of screen, costs some of UPS, so rather no...

Also, it's better if turrets points last target direction, instead of random direction. It can faster react for new wave, no need to turn back.
by mp0011
Tue Feb 27, 2018 9:07 pm
Forum: Ideas and Suggestions
Topic: Circuit Network Tokens
Replies: 10
Views: 2580

Re: Circuit Network Tokens

If i put [RED] token into chest, such chest outputs red signal (you can use it e.g. directly to control light color), not 'token red' signal. Token with steam symbol output steam signal. If you put Fish and token with Fish symbol, your output will be fish=2. Not fish=1 + token_fish=1. You do not nee...
by mp0011
Mon Feb 26, 2018 10:13 pm
Forum: Implemented Suggestions
Topic: Factorio Port for Nintendo Switch?
Replies: 14
Views: 21053

Re: Factorio Port for Nintendo Switch?

Mobile version is possible, and would be playable ONLY IF all computations are on server side. This could be also an option for low-end computers. It may be "terminal" style gameplay, or something similar to (now dead) OnLive. As a $/month service.
by mp0011
Mon Feb 26, 2018 1:32 am
Forum: Ideas and Requests For Mods
Topic: [request] Tracks Trimmer
Replies: 0
Views: 530

[request] Tracks Trimmer

So many times I needed to remove entire track section up to next crossing. Or just remove barely visible "loose ends" on roundabouts/crossings/splits/merges etc. Bots do the trick, but if tracks are diagonal, and close to another, deconstruction planner is bad choice. And manually I always...
by mp0011
Sun Feb 25, 2018 3:14 am
Forum: Ideas and Suggestions
Topic: Rail blocking equipment
Replies: 9
Views: 3068

Re: Rail blocking equipment

Honestly, for me, being killed by own train in Factorio 10x more than by bitters is some kind of Factorio legacy ;)
I would just add train horn, so You will know 2 seconds before You die, that You are about to die...
by mp0011
Sun Feb 25, 2018 2:51 am
Forum: Ideas and Suggestions
Topic: Rail blocking equipment
Replies: 9
Views: 3068

Re: Rail blocking equipment

It probably would not work reliably with high braking distance bonuses. Train locks segment just 2-3s before entering it in that cases, so it is still possible, it will enter segment just before the player. Also note, that if train locks segment (turn entrance signal to yellow) You can not block it ...
by mp0011
Sat Feb 24, 2018 5:11 pm
Forum: Ideas and Suggestions
Topic: Module slots alternative use
Replies: 0
Views: 624

Module slots alternative use

TL;DR Modules are eternal, and often not used until late game. Why not use it's slots to other purposes? What ? New items, that can be fitted into module slot, and works as modules (it may be internally a modded module) but disappears after xxxx machine cycles. If used once, it can not be removed (...
by mp0011
Sat Feb 24, 2018 12:15 am
Forum: Resolved Problems and Bugs
Topic: [Dominik] [16.23] Weird Tree mining bug
Replies: 9
Views: 5127

[16.25] Weird Tree mining bug

It's still in the game - dry hairy tree is offseted.

SD settings.

Image
by mp0011
Fri Feb 23, 2018 6:42 pm
Forum: Ideas and Suggestions
Topic: Circuit Network Tokens
Replies: 10
Views: 2580

Re: Circuit Network Tokens

If You want to make such mod, I am waiting. And also have some suggestions for some features. I am using also fishes and logs, but it's sometimes pain... I have just switching my base to "analog" flip-flops/hysteresis devices to avoid request "jitter". It's fine for all "rea...
by mp0011
Thu Feb 22, 2018 5:52 pm
Forum: Ideas and Suggestions
Topic: Circuit Network Tokens
Replies: 10
Views: 2580

Re: Logic Network Tokens

Also, that's easiest way to insert and propagate "generic" logic symbols into Logistic Network for long distance...

Just put [RED] token into logistic chest, and it's detectable on the other side of Your base, without wiring...
by mp0011
Thu Feb 22, 2018 3:10 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 500968

Re: Simple Questions and Short Answers

I did some research, and here's a setup for "train killer" using this BUG. 1) Signals at Roundabout disable nearest station "A", train search for another one. 2) Train kill some of it's wagons on Roundabout. 3) Switches itself to MANUAL mode. 4) DRIVES FORWARD AT FULL SPEED WITH ...
by mp0011
Thu Feb 22, 2018 11:06 am
Forum: Ideas and Suggestions
Topic: Disable Newly Placed Logistic Storage Chests
Replies: 6
Views: 2639

Re: Disable Newly Placed Logistic Storage Chests

This would be very irritating to have to enable each placed logistic chests. Even bigger problem is where you are placing such chest via construction robots, in an outpost which is 5 minutes from where that player is. You can blueprint one disconnected chest, then place disconnected ghost, so bots ...
by mp0011
Wed Feb 21, 2018 2:16 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 500968

Re: Simple Questions and Short Answers

steinio wrote:The more i think about it... isn't it more a 450° turn instead of 270° as the train takes a full 360° circle plus the 90°to the exit?
It's 270 to the left. 90 to the right is equal to -90 to the left...
by mp0011
Wed Feb 21, 2018 2:02 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 500968

Re: Simple Questions and Short Answers

It was 16.22 and I was disabling stations. A lot. My whole trains logistic system depends on it.

I just build biger roundabouts, so it's fine now...
by mp0011
Wed Feb 21, 2018 10:38 am
Forum: Ideas and Suggestions
Topic: Solution To Biters Destroying Power Poles
Replies: 39
Views: 12657

Re: Solution To Biters Destroying Power Poles

Seriously...?

We are the baddies...

You kill entires alien cities, hunderds of little guys, living peacefully for ages, and you are complaining about some poles?
by mp0011
Tue Feb 20, 2018 6:24 pm
Forum: Ideas and Suggestions
Topic: Circuit Network Tokens
Replies: 10
Views: 2580

Re: Logic Network Tokens

In basic implementation, it may be just "coin" or something with icon and value=1. Just for symbols not available easily as "real" in-game items (letters, colors, maybe fluids...). More values or icons is however nice addition, but may complicate things...
by mp0011
Tue Feb 20, 2018 6:17 pm
Forum: Ideas and Suggestions
Topic: Disable Newly Placed Logistic Storage Chests
Replies: 6
Views: 2639

Re: Disable Newly Placed Logistic Storage Chests

You can temporarily and quickly disable inserters and pumps by connecting it to Logistic Network with no conditions set or outside network range (if You are not using this feature already in that inserter) - You can even copy this "disabled" state to other nearby inserters or blueprint it ...
by mp0011
Tue Feb 20, 2018 3:28 pm
Forum: Ideas and Suggestions
Topic: Circuit Network Tokens
Replies: 10
Views: 2580

Circuit Network Tokens

TL;DR Simple tokens with all circuit network symbols. Very cheap. What ? I know we can translate any output signal into another with combinators, but for some simple designs, it could be useful to have "real" token, that generates specific signal. I mean, we can "read" from ches...

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