Search found 384 matches
- Thu May 24, 2018 10:41 am
- Forum: Ideas and Suggestions
- Topic: Iron Chests, An Idea for Conversion and Re-Use
- Replies: 50
- Views: 17363
Re: Iron Chests, An Idea for Conversion and Re-Use
I don't see a problem with iron chests as they're now. Sure I don't use them much, but I usually carry around some iron anyway, so the ability to quickly produce a couple of chests on demand is pretty useful in my book. It would be nice if I could smelt iron chests back into iron if/when I'm perform...
- Thu May 24, 2018 6:06 am
- Forum: Gameplay Help
- Topic: Is there a way to check if two circuit signals are the same?
- Replies: 10
- Views: 5423
Re: Is there a way to check if two circuit signals are the same?
Network A has 1 iron plate. Network b has 1 iron plate and one copper plate. Since both networks have an iron plate signal, the desired output is true. Methinks we're solving two very different tasks. Perhaps OP's clarification is necessary for what "the two wires are carrying the same signal&...
- Thu May 24, 2018 3:51 am
- Forum: Gameplay Help
- Topic: Is there a way to check if two circuit signals are the same?
- Replies: 10
- Views: 5423
Re: Is there a way to check if two circuit signals are the same?
Won't work. To illustrate the problem - Imagine a red wire with 1 copper plate and a green wire with 1 iron plate. Combinator A = 1 Copper Plate. Combinator B = -1 Iron Plate. IF Any != 0 THEN 1 outputs 1. The stated goal is false I don't understand you. Output of 1 indicates the network signals ar...
- Wed May 23, 2018 6:05 am
- Forum: Ideas and Suggestions
- Topic: Auto place object when player over ghost placeholder
- Replies: 3
- Views: 1939
- Wed May 23, 2018 5:58 am
- Forum: Gameplay Help
- Topic: Is there a way to check if two circuit signals are the same?
- Replies: 10
- Views: 5423
Re: Is there a way to check if two circuit signals are the same?
Is this at all possible in Factorio? Easy. Connect first network to arithmetic combinator A, which is set to Each * 1 = Each . It essentially copies the signals from first network without contaminating it. Connect second network to arithmetic combinator B, which is set to Each * -1 = Each . This on...
- Tue May 22, 2018 10:33 am
- Forum: Railway Setups
- Topic: [Experiment] Unloading 4 compressed blue belts per wagon.
- Replies: 156
- Views: 93691
Re: [Experiment] Unloading 4 compressed blue belts per wagon.
You can extend it to 6 wagons by repeating the first/last wagons pattern and you get the actually requested 4 belts per wagon. Or just use a non-standard train design, like 1-2-1-2-1-2 or 2-4-2-4. Locos inside the train give plenty of space for construction. Though every time I look at these design...
- Mon May 21, 2018 11:18 am
- Forum: Gameplay Help
- Topic: Belt input balancing.
- Replies: 12
- Views: 4687
Re: Belt input balancing.
Thank you Lav and Disentius for the corrections. Anyone know how much of the throughput is lost by using the circuits? Or if there is a solution that does not kill throughput? Generally unloading only becomes unbalanced when there's unbalanced consumption down the line. So even though circuit-based...
- Mon May 21, 2018 7:57 am
- Forum: Gameplay Help
- Topic: Belt input balancing.
- Replies: 12
- Views: 4687
Re: SOLVED: Belt input balancing.
SOLVED: Zavian's recommendation of simply using an 8x8 balancer did the trick. The unload buffer chests are now staying balanced and trains unload faster. Edited the original post to reflect it. In my experience, that's only temporary. Eventually minor fluctuations accumulate and result in one of t...
- Sun May 20, 2018 6:01 am
- Forum: Gameplay Help
- Topic: Please Help - Possible Bug
- Replies: 12
- Views: 3603
Re: Please Help - Possible Bug
Your science consumption graph shows sharp drops every 12 minutes or so. Your pic shows the situation during the "normal" period, but what happens during the drops? It's also suspicious that frequency of those drops matches the frequency of white science production. Could your labs experie...
- Tue May 15, 2018 3:24 pm
- Forum: Ideas and Suggestions
- Topic: Iron Chests, An Idea for Conversion and Re-Use
- Replies: 50
- Views: 17363
Re: Iron Chests, An Idea for Conversion and Re-Use
Maybe just allow smelting iron chests into iron plates?
Smelters choose their recipe automatically anyway based on the provided ingredient, so no recipe conflict.
P. S. For bonus points, use wooden chests as fuel.
Smelters choose their recipe automatically anyway based on the provided ingredient, so no recipe conflict.
P. S. For bonus points, use wooden chests as fuel.
- Tue May 08, 2018 6:31 am
- Forum: Implemented mod requests
- Topic: Biter should glow when given the light attribute
- Replies: 13
- Views: 4005
Re: Biter should glow when given the light attribute
Is there anyone who wouldn't?Klonan wrote:Hmm... you want bioluminescent nuclear biters?
- Mon May 07, 2018 7:58 am
- Forum: Ideas and Suggestions
- Topic: Introduce replacement ingredients for recipes
- Replies: 4
- Views: 1143
Introduce replacement ingredients for recipes
TL;DR Introduce fallback replacements for recipe ingredients. What ? Allow some resources to function as replacements for other resources in game recipes. Like feeding steel into your assembler instead of iron, red circuits instead of green, or metal ore instead of stone. For more esoteric products...
- Mon May 07, 2018 7:44 am
- Forum: Ideas and Suggestions
- Topic: Quality of Life Blueprint Building
- Replies: 18
- Views: 5603
Re: Quality of Life Blueprint Building
Thinking about it, I'd like even better that ghosts within reach are automatically built with the content of your backpack (with a way to toggle on and off maybe). Just plopping a blueprint, running through it, and auto-building within the characters reach would be such a QoL feature. I totally dig...
- Wed Jan 03, 2018 5:00 am
- Forum: Gameplay Help
- Topic: trains stuck on blue chain signal
- Replies: 14
- Views: 8421
Re: trains stuck on blue chain signal
I started to tinker with this and it opened an entire new journey. I have not been able to find a really good use for this station disabling yet, I am probably thinking about it with the wrong angle. One annoyance that I found was that I could not use a train to automatically visit a disabled stati...
- Thu Dec 21, 2017 1:53 pm
- Forum: Ideas and Suggestions
- Topic: Launchpad should require water.
- Replies: 3
- Views: 924
Re: Launchpad should require water.
Water can be used to suppress sound I guess. In no way it is an essential, or even required part of rocket launch. Soviet rocket designers placed their launchpads in the middle of dry steppe, and I guess they knew something about rockets seeing as we still use their designs today.
- Wed Dec 20, 2017 7:47 am
- Forum: General discussion
- Topic: [POLL] Concrete in 0.16
- Replies: 51
- Views: 18717
Re: Concrete in 0.16
tar roads could be a new feature made out of crude oil and coal Players' reactions to new concrete were overwhelmingly negative when it was announced, and that hasn't changed much. Still Wube doesn't seem to care. So I'm afraid that if they implement asphalt roads they might pick something like thi...
- Mon Dec 18, 2017 10:40 am
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 102561
Re: 0.16 Map generation Feedback
why is that a bad thing? world generation of resources shouldn't be linear It's a bad thing because when you set "very rare / very small" settings for a resource, you don't want to see several humongous patches in your immediate vicinity. And with 0.16 this is exactly what happens with oi...
- Mon Dec 18, 2017 4:41 am
- Forum: Ideas and Suggestions
- Topic: [0.16.4]Placement Aid when drills are in-hand.
- Replies: 9
- Views: 3093
Re: [0.16.4]Placement Aid when drills are in-hand.
Highlighting the patch would be nice. Concealing it almost completely with an unrelated texture, not so much. I'd rather go the route of highlighting patch borders.
- Sat Dec 16, 2017 8:12 am
- Forum: General discussion
- Topic: How to get old concrete in 0.16
- Replies: 11
- Views: 5389
Re: How to get old concrete in 0.16
Wait for the mods... Or for devs to come to their senses.
- Thu Dec 14, 2017 8:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.2] Map colors: major visibility issues
- Replies: 15
- Views: 6530
Re: [GFX] [16.2] Map colors: major visibility issues
I'll try to post a few screenshots myself tomorrow. In addition to stone, there are frequent issues with coal (vs darker terrains) and surprisingly iron (not frequently but still). Stone was sometimes hard to see in 0.15 too, but not to this degree. Even copper is hard to detect sometimes though not...