Search found 289 matches
- Wed Jul 12, 2017 11:12 am
- Forum: Ideas and Suggestions
- Topic: Automatic infinite research
- Replies: 21
- Views: 4614
Re: Automatic infinite research
Sounds like a good idea. My bobs mod base is on mining productivity 400 something. It's very annoying to get interrupted when trying to build something and the auto-research mod chose some worthless military science. An alternative could be to make the cost double every time as for the robot speed s...
- Thu Jul 06, 2017 5:46 pm
- Forum: Mod portal Discussion
- Topic: IDEA: Version filter
- Replies: 2
- Views: 1324
Re: IDEA: Version filter
Agree. It would be much simpler to scroll the relevant mods.
- Wed Jul 05, 2017 11:04 am
- Forum: Ideas and Suggestions
- Topic: Rimworld/Dwarf Fortress depth
- Replies: 4
- Views: 3028
Re: Rimworld/Dwarf Fortress depth
I have played a little with the Industrial roller mod in Rimworld. It get's a little bit tedious and tricky to build stuff when you can't do it yourself or don't have any blueprint. Fooling around with minecart's and get the dwarfs killed in DF is fun... I think the biggest fundamental difference be...
- Fri Jun 30, 2017 6:13 am
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Modular Locomotives
- Replies: 4
- Views: 1209
Re: [Idea] Modular Locomotives
This does seem interesting. As a note, for this to work a method of automatically building those trains and equiping modules is required, because doing that manually is a problem. Its OK for modular armor, because its one instance and directly connected to the player. Its a bit more annoying with v...
- Thu Jun 29, 2017 12:05 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Remote train content reader
- Replies: 0
- Views: 422
[Idea] Remote train content reader
An box that can read content and fuel storage in passing by trains. The box could be wired to train signals possibly through some combinator jigamajog to direct the trains where you want them. They could work similar to the read from train station without the need for the trains to stop. It's the tr...
- Thu Jun 29, 2017 11:53 am
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Modular Locomotives
- Replies: 4
- Views: 1209
[Idea] Modular Locomotives
More interesting trains with modular locomotives with some sort of inventory slots where you have to place engines and brakes for the locomotive to work.
You could have brakes, storage box (for fuel) boiler and a steam engine or an combustion engine + storage tank or batteries + electric engines.
You could have brakes, storage box (for fuel) boiler and a steam engine or an combustion engine + storage tank or batteries + electric engines.
- Thu Jun 22, 2017 1:48 pm
- Forum: General discussion
- Topic: Robot Battery Research
- Replies: 15
- Views: 6355
Re: Robot Battery Research
I don't like the idea to have bot's to solve the logistic puzzle. So i dislike a buff that makes the bot's more effective for that. I like the bot's to fetch stuff for my inventory (logistics slots) and to build stuff for me.
- Mon Jun 19, 2017 5:47 am
- Forum: Ideas and Suggestions
- Topic: BluePrint change Recipe/Modules on existing assemblers
- Replies: 3
- Views: 1716
Re: BluePrint change Recipe/Modules on existing assemblers
Me to. Let the bots work for you.
- Sat Jun 17, 2017 10:22 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 49225
Re: Personal robots prioritizing nearest first
Maybe an R-tree could be used to optimize the process to find the nearest "ghosts" stuff to do for the robots. Not the easiest to code...
https://en.wikipedia.org/wiki/R-tree
https://en.wikipedia.org/wiki/R-tree
- Fri Jun 16, 2017 5:16 pm
- Forum: Ideas and Suggestions
- Topic: Randomize train target when multiple stations have same name
- Replies: 7
- Views: 2240
Re: Randomize train target when multiple stations have same name
I tried to levitate that problem with a hysteresis switch for the train-stations. So the station opens when it can take more than one load of cargo. https://forums.factorio.com/viewtopic.php?f=193&t=49319 There are ideas about conditions to skip stations https://forums.factorio.com/viewtopic.php...
- Fri Jun 16, 2017 6:47 am
- Forum: Ideas and Suggestions
- Topic: Randomize train target when multiple stations have same name
- Replies: 7
- Views: 2240
Re: Randomize train target when multiple stations have same name
If you close stations that is empty/full it good if the train goes to the closest open station. So I vote for the trains to go to the closest station. That it's complex to solve is a great game mechanic. I love how it pops up more and more throughput problems when you expand the factory and have to ...
- Mon Jun 12, 2017 9:39 pm
- Forum: Ideas and Suggestions
- Topic: Train station skipping conditions
- Replies: 143
- Views: 55655
Re: Train station skipping conditions
I came up with the same idea here. There could be a second set of rules for skipping station in addition to leave condition. ..... This can ultimately extend train possibilities to make game even more awesome. Examples follow: Creating dedicated refueling stations Creating on-demand logistics Optim...
- Mon Jun 12, 2017 5:12 pm
- Forum: Ideas and Suggestions
- Topic: Allow Trains to select their own stop.
- Replies: 14
- Views: 4557
Re: Allow Trains to select their own stop.
I was just trying to figure out a way to make this work last night... I've got a pretty congested rail network already, and there's some items I don't really have enough production of to keep even a single train busy full time. Lots of trains sitting idle in intake stations waiting for the output s...
- Mon Jun 12, 2017 4:15 pm
- Forum: Ideas and Suggestions
- Topic: Allow Trains to select their own stop.
- Replies: 14
- Views: 4557
Re: Allow Trains to select their own stop.
You can already enable and disable train-stations and and if you give several stations the same name the train will chose the closest that is open. So you can already achieve this with wiring it will be tricky to get it to work perfectly... How else should the trains select there stop? I don't see h...
- Mon Jun 12, 2017 3:46 pm
- Forum: Ideas and Suggestions
- Topic: Show status of train stop
- Replies: 1
- Views: 622
Re: Show status of train stop
The trainstations are blinking with different colors and the name turns red on the map when the train-stop is disabled.
The blinking light on the station is way to hard to see or even notice and will hopefully be tweaked by the graphic designer.
The blinking light on the station is way to hard to see or even notice and will hopefully be tweaked by the graphic designer.
- Mon Jun 12, 2017 1:47 pm
- Forum: Ideas and Suggestions
- Topic: GUI feedback and ideas for improvments
- Replies: 1
- Views: 651
Re: GUI feedback and ideas for improvments
The shift+ right mouse button and shift+ left mouse button to copy settings is great but there is no feedback that something actually happening. Could a simple sound or flashing on the object that gets it's settings change help? It's nitpicky stuff, the game is already so great that it's the tiny de...
- Sun Jun 11, 2017 2:45 pm
- Forum: Ideas and Suggestions
- Topic: assembler barrel intake
- Replies: 24
- Views: 8686
Re: assembler barrel intake
The problem I see is that a barrel contains 250 units of fluids and an normal recipe take around 20 units of fluids so it would be around 10 times to much to have one barrel for one item. Should the assembler store the fluids in the buffer and use two recipes at once? I see no use of barrels as they...
- Sun Jun 11, 2017 8:23 am
- Forum: Ideas and Suggestions
- Topic: GUI feedback and ideas for improvments
- Replies: 1
- Views: 651
GUI feedback and ideas for improvments
1. Window that show current map settings. Could be together with map seed and mod list. The new advanced settings for map creation with options for resources and biters is great. Now I have forgot what setting I used when starting the factory so i can't just tweek them for my next play. 2. I like th...
- Fri Jun 09, 2017 11:05 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Final (Maxed) Designs
- Replies: 99
- Views: 87865
Re: Final (Maxed) Designs
Is this variant acceptable I do not max it out but i have to feed the monster to. This variant is totally unacceptable for several reasons. 1. In the case of using prod3 modules 1 copper wire assembler is enough for feeding 1 green wire assembler. There is no need doing it 3 to 2. 4 of Prod3 module...
- Fri Jun 09, 2017 9:16 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Final (Maxed) Designs
- Replies: 99
- Views: 87865
Re: Final (Maxed) Designs
Is this variant acceptable I do not max it out but i have to feed the monster to. This variant is totally unacceptable for several reasons. 1. In the case of using prod3 modules 1 copper wire assembler is enough for feeding 1 green wire assembler. There is no need doing it 3 to 2. 4 of Prod3 module...