Search found 289 matches

by Lubricus
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...
by Lubricus
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.
by Lubricus
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...
by Lubricus
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...
by Lubricus
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...
by Lubricus
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.
by Lubricus
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.
by Lubricus
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
by Lubricus
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...
by Lubricus
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 ...
by Lubricus
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...
by Lubricus
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...
by Lubricus
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...
by Lubricus
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.
by Lubricus
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...
by Lubricus
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...
by Lubricus
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...
by Lubricus
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...
by Lubricus
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...

Go to advanced search