Search found 384 matches

by Lav
Wed Aug 15, 2018 9:55 am
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 36210

Re: Friday Facts #249 - Dead end exploration

Any solution that removes blueprints as actual game items is fine with me.
by Lav
Mon Aug 06, 2018 7:02 pm
Forum: General discussion
Topic: [Poll] "No research queue for you"
Replies: 27
Views: 4604

Re: [Poll] "No research queue for you"

It shouldn't be a problem to automatically queue all prerequisites when clicking on a tech that needs other tech. It's also possible to indicate "tech that can be researched when all items currently in the queue are researched", which will make queue selection more dynamic and obvious. Per...
by Lav
Thu Aug 02, 2018 1:22 pm
Forum: Gameplay Help
Topic: Nuclear questions
Replies: 10
Views: 1461

Re: Nuclear questions

Thank you guys, so summarizing: - For a large nuclear power setup: Choose a good tileable design that allows placing future reactors in an ever growing line, of course with all the other goodies like steam storage and logic to avoid wasting fuel. The biggest issue will be water supply. - Early nucl...
by Lav
Thu Aug 02, 2018 12:19 pm
Forum: Gameplay Help
Topic: Nuclear questions
Replies: 10
Views: 1461

Re: Nuclear questions

1) I understand there is a bonus from putting multiple reactors next to each other, and that it is the reason why most designs place then in 2x rows. By looking at the designs it is also obvious that the layout gets more complex and by necessity pipes get longer with more reactors, eventually resul...
by Lav
Thu Aug 02, 2018 10:44 am
Forum: General discussion
Topic: Factorio annotated roadmap - 0.17+
Replies: 68
Views: 49637

Re: Factorio annotated roadmap - 0.17+

Gergely wrote:
Jap2.0 wrote:Vehicles are built with some fuel inserted from your inventory
Source?
https://www.factorio.com/blog/post/fff-212
by Lav
Tue Jul 31, 2018 6:25 am
Forum: Ideas and Suggestions
Topic: Include hidden tiles in blueprints
Replies: 8
Views: 1341

Re: Include hidden tiles in blueprints

Couldn't the same be achieved at placement time? Simply request landfill (possibly dependent on config option, blueprint option or modifier key) when placing anything over water?
by Lav
Tue Jul 31, 2018 6:21 am
Forum: Gameplay Help
Topic: Send items from one belt onto 3 belts, sequentially
Replies: 8
Views: 1386

Re: Send items from one belt onto 3 belts, sequentially

That's a bit overcomplicated IMO. You can do a much faster version with less resources. https://i.imgur.com/vsG7cHx.jpg Same concept, but since all inserters pick from the same belt piece, there's no need to control input speed. All inserters are set to stack size 1, read contents in pulse mode and ...
by Lav
Fri Jul 27, 2018 12:57 pm
Forum: Ideas and Suggestions
Topic: Peripheral control via Circuit Network
Replies: 5
Views: 870

Re: Peripheral control via Circuit Network

MicFac wrote:
nuhll wrote:wouldnt that be a security risk?
Why?
Cause someone could create a circuit that generated a hypnotic pattern on user's keyboard, putting the player into a trance and leaving him with horrifying posthypnotic suggestions. :-)
by Lav
Fri Jul 20, 2018 2:49 pm
Forum: Combinator Creations
Topic: Pairwise Multiplication using Squares
Replies: 3
Views: 1923

Re: Pairwise Multiplication using Squares

Eylrid wrote:(I haven't yet figured out how to get pairwise division. If anybody has any ideas, please let me know.)
At a glance:

(a/b) = (a) * (1/b)

And since we have integers instead of floats, it's probably more like:

(a/b) = ((a) * (K/b))/K, where K is some constant.
by Lav
Thu Jul 05, 2018 9:35 am
Forum: Gameplay Help
Topic: No Forrest but weird
Replies: 6
Views: 1083

Re: No Forrest but weird

I'm pretty sure your power network could be optimized a bit... maybe by 10% even. :-)
by Lav
Mon Jun 25, 2018 3:39 pm
Forum: Railway Setups
Topic: Transmit signal wirelessly over railway
Replies: 7
Views: 4421

Re: Transmit signal wirelessly over railway

Huh. I didn't consider that. That's actually great! :-)
by Lav
Mon Jun 25, 2018 1:22 pm
Forum: Railway Setups
Topic: Transmit signal wirelessly over railway
Replies: 7
Views: 4421

Re: Transmit signal wirelessly over railway

Great minds think alike. :-)

viewtopic.php?f=194&t=48918
by Lav
Mon Jun 25, 2018 1:11 pm
Forum: Gameplay Help
Topic: How to serialize signals?
Replies: 4
Views: 704

Re: How to serialize signals?

Hmm, if you put a Decider with conditions "IF Each >= Everything OUTPUT Each", will it eliminate all signals except the strongest? If it works, then you get a bunch of signals with maximum numeric value. After that, you just need to place a bunch of constant combinators to add unique value...
by Lav
Mon Jun 25, 2018 12:53 pm
Forum: Implemented Suggestions
Topic: Remove Mining Hardness/Power?
Replies: 13
Views: 4172

Re: Is Mining Hardness/Power needed?

Don't care if hardness/power are removed or stay, but UI definitely must show items/sec (or items/min).
by Lav
Fri Jun 22, 2018 1:34 pm
Forum: Ideas and Suggestions
Topic: Do not pause game when looking at research in single player
Replies: 53
Views: 11031

Re: Do not pause game when looking at research in single player

Are you kidding !? Your starting ore patches are not infinite, and biters won't stand around while you are looking at research ! There's a lot of leeway for interpretation of "new players would benefit most". It could easily mean "teach those suckers a valuable lesson about wasting t...
by Lav
Fri Jun 01, 2018 11:45 am
Forum: Gameplay Help
Topic: How are same-named train station chosen?
Replies: 4
Views: 795

Re: How are same-named train station chosen?

The train will only go to the nearest station. You can use logic wires and deactivate stations, that have a certain amout of fuel stored. Once the nearest station has enough fuel it is deactivated and the train will look for the next station. You should also add some logik that delays the activatio...
by Lav
Thu May 31, 2018 11:52 am
Forum: Balancing
Topic: Balancing of Capacities of Containers
Replies: 67
Views: 24355

Re: Balancing of Capacities of Containers

After two pages worth of discussion, I still fail to see the purpose. Pretty sure I'm not the only one. Current system has one important advantage: it works and it's familiar to everyone. Perhaps a mod is in order by one of proponents of this change, then there will be something tangible to discuss....
by Lav
Mon May 28, 2018 1:48 pm
Forum: Ideas and Suggestions
Topic: Recipe Tree
Replies: 10
Views: 1372

Re: Recipe Tree

I'm pretty sure trying to squeeze the production dependency tree into research screen would create a mess where one would be unable to use the screen for either task. Personally I'm all for support of production tree visualization, but in a separate screen, possibly accessed via inventory/produce wi...
by Lav
Sun May 27, 2018 10:57 am
Forum: Gameplay Help
Topic: Turn on for a range...
Replies: 7
Views: 1258

Re: Turn on for a range...

You need not SR latch, but a hysteresis loop. There are a few designs available in this thread: https://forums.factorio.com/viewtopic.php?f=8&t=32432 I personally prefer the one with decider combinator and reversed multiplication combinator: 1. Storage Tank ---> Decider combinator: IF resource >...
by Lav
Thu May 24, 2018 3:02 pm
Forum: Ideas and Suggestions
Topic: Iron Chests, An Idea for Conversion and Re-Use
Replies: 50
Views: 8637

Re: Iron Chests, An Idea for Conversion and Re-Use

Can't you people realize you just have different opinions, that are totally valid when looked at from your point of view, and that there is no right or wrong answer, it's just a matter of personal preference. Therefore as there are several valid, but opposite opinions on the topic, letting things a...

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