Search found 384 matches
- Wed Nov 22, 2017 5:33 am
- Forum: Balancing
- Topic: Kovarex Enrichment is not fun
- Replies: 84
- Views: 36521
Re: Kovarex Enrichment is not fun
Fuel is U235 starved so reclamation won't actually give you more fuel cells to work with. As a technology it simply is nowhere on par with Kovarex. Not on par with Kovarex, but it's not on par with Kovarex on the research difficulty either. And as you've calculated yourself, when combined with Kova...
- Sun Nov 19, 2017 7:57 am
- Forum: Ideas and Suggestions
- Topic: Allow interaction with UI even when paused
- Replies: 21
- Views: 6732
Re: [Single Player] Orders on Pause
You can perfectly rename a station from afar actually.nljr wrote:Adjusting the routes of a train can be done from anywhere, but renaming a station requires you to be there and wouldn't be allowed on pause.
Apart from that, my sincere +1.
- Sat Nov 18, 2017 11:50 am
- Forum: Ideas and Suggestions
- Topic: Logistic application for rockets: ST-esque beaming
- Replies: 4
- Views: 1310
Re: Logistic application for rockets: ST-esque beaming
I think this belongs to the "mods" domain. I don't feel a "teleport eldricht techno-magic" thing has its place in the Vanilla Factorio (even though the idea is neat by itself). But Factorio does need some eldritch techno-magic. It's supposed to be in the future, and the entire t...
- Sat Nov 18, 2017 11:45 am
- Forum: News
- Topic: Friday Facts #217 - Just another Friday Facts
- Replies: 84
- Views: 34632
Re: Friday Facts #217 - Just another Friday Facts
I've said something similar, but I was talking about adding an impact crater to the start area, and a using the impact to justify a start area that was mostly clear of trees (with perhaps some burnt trees still standing, and the normal scatter of logs). The impact crater could also provides a suita...
- Sat Nov 18, 2017 10:20 am
- Forum: News
- Topic: Friday Facts #217 - Just another Friday Facts
- Replies: 84
- Views: 34632
Re: Friday Facts #217 - Just another Friday Facts
What I would suggest is to be able to select specific recipies in smelters since a smelter will happily pick up anything (e.g. iron plates) and try to smelt it. On mixed belts they may become stuck often when not using dedicated filter inserters. That would be nice for electric furnaces. There are ...
- Fri Nov 17, 2017 8:42 pm
- Forum: Ideas and Suggestions
- Topic: Logistic application for rockets: ST-esque beaming
- Replies: 4
- Views: 1310
Logistic application for rockets: ST-esque beaming
TL;DR New logistic application for rockets: beaming (Star Trek style). What ? Suggestion is to introduce a new satellite type - beaming satellite - and two chests to go with it (beaming requester and beaming provider chests). Once launched into orbit, the beaming satellite is capable of beaming a c...
- Fri Nov 17, 2017 8:26 pm
- Forum: Implemented Suggestions
- Topic: Reorder the science pack tiering
- Replies: 4
- Views: 1567
Reorder the science pack tiering
TL;DR Reorder the science pack tiers to match the order in which they're obtained during normal gameplay. What ? At present moment, military science packs become accessible long before production and blue science. However the game considers the military science "tier" to be above not just...
- Fri Nov 17, 2017 12:11 pm
- Forum: News
- Topic: Friday Facts #217 - Just another Friday Facts
- Replies: 84
- Views: 34632
Re: Friday Facts #217 - Just another Friday Facts
Nice. Counter-suggestion: remove the resource "pecking order" entirely and just assign each resource patch a random weight. What patch swallows up other patch would depend on their relative weights and distance from the patch center tile. This will result in greater variability (iron won't...
- Wed Nov 15, 2017 8:33 am
- Forum: Gameplay Help
- Topic: Offload based on train contents and a set limit?
- Replies: 3
- Views: 1814
Re: Offload based on train contents and a set limit?
So, to summarize: *) You store a number of different resources at the station. *) You have trains coming each carrying one of those resources. *) You want the train to unload only if it carries a resource your station accepts, and your station's storage of that particular resource is less than some ...
- Wed Nov 08, 2017 5:02 am
- Forum: Ideas and Suggestions
- Topic: railway placement
- Replies: 19
- Views: 7508
Re: Parallel train tracks with odd number of fields between them
You could also use loaders, they take 2 tiles and two loaders (one unloading, another loading) fit nicely into a standard 4-tile wide gap between parallel tracks.
- Wed Nov 08, 2017 4:58 am
- Forum: Ideas and Suggestions
- Topic: Items per second info on machines.
- Replies: 21
- Views: 8705
Re: Items per second info on machines.
Very much +1.
Though if there was an option to switch between items/second and items/minute that would be even better.
Though if there was an option to switch between items/second and items/minute that would be even better.
- Mon Nov 06, 2017 7:49 pm
- Forum: Gameplay Help
- Topic: Reset a Combinator Clock
- Replies: 8
- Views: 8064
Re: Reset a Combinator Clock
Nifty! I should have thought about counting them on the belt. Sigh. :) Thanks for the response and help! It's better to connect the inserters that extract used cells from the reactors - set them to "read hand" instead of "enable/disable", and set pulse mode to ensure the inserte...
- Mon Nov 06, 2017 6:32 pm
- Forum: Gameplay Help
- Topic: Reset a Combinator Clock
- Replies: 8
- Views: 8064
Re: Reset a Combinator Clock
snip Thanks. I'll play around with this. As for your question. I tried to do a setup that timed the fuel insert to the used fuel output, but I couldn't get it to work how i wanted. I followed this design: https://wiki.factorio.com/Tutorial:Circuit-network_Cookbook#Optimal_usage_of_fuel_for_nuclear_...
- Mon Nov 06, 2017 4:13 am
- Forum: Gameplay Help
- Topic: Reset a Combinator Clock
- Replies: 8
- Views: 8064
Re: Reset a Combinator Clock
If you want a counter that resets to zero after signal disappears, you can use two conditionals before the memory cell: First conditional: IF signal > 0 THEN A = 1 Second conditional: IF signal > 0 THEN B = 1 Memory cell (arithmetic combinator with output connected to own input): A = A * B https://i...
- Sun Nov 05, 2017 3:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.37] I can open the buildings through the map-biew
- Replies: 15
- Views: 9103
Re: [0.15.37] I can open the buildings through the map-biew
I'm pretty sure that when Klonan said it's not a bug, he meant that if it doesn't happen in vanilla, but does happen with a mod (or a combination of mods), then it's not a bug in vanilla. It could easily be a bug in a mod, If you can work out which mod is causing it, then it might be worth asking t...
- Sun Nov 05, 2017 8:57 am
- Forum: Ideas and Suggestions
- Topic: Monorail and HyperLoop
- Replies: 7
- Views: 3278
Re: Monorail and HyperLoop
OTTD has this transition as well. Steam -> Electric -> Monorail-> MagLev, which are mutually exclusive except for Steam being able to drive on Electric. TTD had tunnels and bridges, which allowed the player to use different track types simultaneously. But even if those appear in Factorio, I would s...
- Sun Nov 05, 2017 7:59 am
- Forum: Ideas and Suggestions
- Topic: Monorail and HyperLoop
- Replies: 7
- Views: 3278
Re: Monorail and HyperLoop
So, add another network of rails which is incompatible with the current one?
Me no like.
Me no like.
- Fri Nov 03, 2017 7:30 pm
- Forum: Not a bug
- Topic: [15.37] Train changes path after chainsignal (again)
- Replies: 25
- Views: 7984
Re: Trains goes to occupied railway on the fork
You have multiple regular signals after your chain signal, and some of them are green. This allows the train to pass through. From the minimap I can see two unloading stations. However it looks like routes between leftmost waiting bays (most likely two) and rightmost station are unavailable due to c...
- Fri Nov 03, 2017 2:14 pm
- Forum: Ideas and Suggestions
- Topic: Display maximum historical pollution spread
- Replies: 12
- Views: 3002
Re: Display maximum historical pollution spread
And in assembly it's this (I think) 01 clr a //clear register 02 mov a, max //move max to register 03 subb a, current //subtract current from register 04 ja 06 //if register is positive (max>current) skip next line 05 mov max, current //set max as current 06 .... Haven't written a line in ASM in th...
- Fri Nov 03, 2017 12:23 pm
- Forum: Ideas and Suggestions
- Topic: Display maximum historical pollution spread
- Replies: 12
- Views: 3002
Re: Display maximum historical pollution spread
You need to store the value of the maximum pollution vs current pollution which is probably going to be an int>255 or a float, 2 bytes not boolean If current > max Max = current End if 3 lines of code It's no good to just say if a chunk has been polluted cause if you drive through a chunk or simila...