Search found 123 matches

by SuicideJunkie
Mon Mar 11, 2019 10:32 pm
Forum: Ideas and Suggestions
Topic: [0.17.4] Show inserter speed in tooltip
Replies: 8
Views: 2899

Re: [0.17.4] Show inserter speed in tooltip

I would suggest listing the box-to-box speed.
It may be higher or lower depending on where the parts are on the belt and how far it has to swing, but B2B is going to be consistent and measurable.
by SuicideJunkie
Mon Mar 11, 2019 4:50 am
Forum: Ideas and Suggestions
Topic: Auto research queue
Replies: 32
Views: 10249

Re: Research

Haybale wrote:
Mon Mar 11, 2019 12:54 am
When having to do multiple researches wich are not unlocked yet, right click in the Technology Tree to add them to the queue when possible
IE: Queue up the dependencies when you click to start research on an unavailable tech area?
That would be great.
by SuicideJunkie
Sun Mar 10, 2019 9:24 pm
Forum: Ideas and Suggestions
Topic: Allow negative evolution values
Replies: 10
Views: 3363

Re: Allowing negative numbers for Evolution factors

I did try searching for negative evolution but nothing came up. I'm not sure what I did wrong there, but thanks.
I'm not concerned with achievements and have never used the /evolution command, so that works for me.
by SuicideJunkie
Sun Mar 10, 2019 7:31 pm
Forum: Ideas and Suggestions
Topic: Allow negative evolution values
Replies: 10
Views: 3363

Allowing negative numbers for Evolution factors

Is there any technical reason to not allow negative numbers in the game setup for evolution factors? I'd like to have a negative factor for the time, for example. That allows for a more casual early game since the biters would slowly calm down and chill out if I stop polluting, but still get upset a...
by SuicideJunkie
Fri Mar 01, 2019 5:15 am
Forum: Resolved Problems and Bugs
Topic: [wheybags] [0.17.x] Player character getting stuck
Replies: 4
Views: 2896

Re: [0.17.x] Player character getting stuck

Got stuck in the not-so-invisible box: (Using 0.17.2)
mime-or-mine
by SuicideJunkie
Fri Mar 01, 2019 3:33 am
Forum: Duplicates
Topic: Biters freezing
Replies: 2
Views: 760

Re: Biters freezing

Possibly related; instead of setting up the fallback base, I went and attacked the biters hit and run style with my axe. I did note that a lot were not being aggressive. At one point I got close to the worms and they took a shot into the melee. I got an alert about my biter being attacked/killed. I'...
by SuicideJunkie
Fri Mar 01, 2019 2:39 am
Forum: Resolved Problems and Bugs
Topic: [0.17.2] Unknown Key: "Gui-not-operable"
Replies: 0
Views: 417

[0.17.2] Unknown Key: "Gui-not-operable"

Ctrl-clicking to insert iron into the feeder pops an error 'Unknown Key: "Gui-not-operable"' message.
screenshot
by SuicideJunkie
Fri Mar 01, 2019 2:22 am
Forum: Duplicates
Topic: [0.17.2] Damaged Reactor description cut off
Replies: 2
Views: 1033

[0.17.2] Damaged Reactor description cut off

Code: Select all

Damaged reactor
A piece of the crashed ship containing a l
battery. It is still functional but critically
damaged.
The description text isn't wrapping right. I presume the word should be "large", but it goes off screen.
Default settings, 1920x1080 screen.
IntroScenarioTextIssue.png
IntroScenarioTextIssue.png (3.44 MiB) Viewed 1033 times
by SuicideJunkie
Sun Feb 17, 2019 5:59 am
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 75075

Re: Friday Facts #279 - Train GUI & Modern Spitter

Huh.
The green bar being the entire bar was unexpected.
The grip area on the right side looks like an empty progress bar, and those dark bars lighting up would be a little more relaxed.

Nifty stuff all around tho. Looking forward to it!
by SuicideJunkie
Wed Feb 06, 2019 2:57 am
Forum: Mods
Topic: [MOD 0.13] Black Market (sell and buy on the market)
Replies: 387
Views: 203418

Re: [MOD 0.13] Black Market (sell and buy on the market)

I've been having fun with this lately. I don't see a way to do it at the moment, but a nifty feature would be to have an option or object which can read the current prices out as a circuit signal. That would allow an automatic cutoff of production if prices get too low to turn a profit, and an autom...
by SuicideJunkie
Wed Jul 25, 2018 2:55 am
Forum: Show your Creations
Topic: How do you effectively supply non-laser defense perimeter
Replies: 11
Views: 14303

Re: How do you effectively supply non-laser defense perimeter

The turrets aren't really for fending off the artillery aggro, although they will do that during step 2. The turrets are for preventing any new bases from being built, which means no biters being spawned and no further artillery shots required after step 2 is complete. Your turrets will only need a ...
by SuicideJunkie
Tue Jul 24, 2018 5:00 am
Forum: Show your Creations
Topic: How do you effectively supply non-laser defense perimeter
Replies: 11
Views: 14303

Re: How do you effectively supply non-laser defense perimeter

Artillery is the king of the battlefield. 1) Put a line of defense turrets at the edge of your artillery's autofire range. 2) Then, manually target artillery further out, and ONLY kill the spawners. Aim carefully, and leave the worms alive. 3) Profit. (Turrets no longer need resupply.) Turrets will ...
by SuicideJunkie
Tue Jul 24, 2018 4:50 am
Forum: Show your Creations
Topic: A simple way to insert 1 fuel cell into each reactor
Replies: 2
Views: 9667

Re: A simple way to insert 1 fuel cell into each reactor

For a super-simple starter reactor throttle, that is good. And slightly more efficient that I'd been doing it myself, since I wasted a box and an inserter to feed the reactor inserter one cell at a time from a large stockpile. But really, for any serious reactor there is plenty of time for (the bots...
by SuicideJunkie
Fri Jul 06, 2018 3:44 am
Forum: Combinator Creations
Topic: Combinator Jukebox
Replies: 7
Views: 4800

Re: Combinator Jukebox

Jukebox Mk2! This has three "tunes" pre-loaded. Make your selection using the bottom-most constant combinator, setting fish = 1, 2, or 3. Then give the inserter arm an iron plate 'coin' to begin the song! #1 is johnwhile's rendition of Twinkle Twinkle, with alternating instruments. #2 is a...
by SuicideJunkie
Tue Jul 03, 2018 4:53 am
Forum: Combinator Creations
Topic: Combinator Jukebox
Replies: 7
Views: 4800

Re: Combinator Jukebox

How do you plan to actually get durations out of a speaker? As I understand it, the speakers play a fixed strum/ding/plink/etc sample, and if the signal is still present, they repeat it. IE: DingDingDingDing, not Diiiiiiiiiinnnnnng. Chords in one signal is a good addition; when the timing activates ...
by SuicideJunkie
Mon Jul 02, 2018 2:49 pm
Forum: Combinator Creations
Topic: Combinator Jukebox
Replies: 7
Views: 4800

Re: Combinator Jukebox

I plugged in numbers manually, using the top left bit shifter so that timing and pitch could be typed in separately. I did a terrible job on the tune, but it works as a proof of concept. I should also note that a serious jukebox would use a "Green > 0" => "1xGreen" combinator on ...
by SuicideJunkie
Sun Jul 01, 2018 3:29 am
Forum: Combinator Creations
Topic: Combinator Jukebox
Replies: 7
Views: 4800

Combinator Jukebox

I have made a Jukebox! Jump to latest, useful version in this thread: https://forums.factorio.com/viewtopic.php?f=193&t=61306#p370811 Original prototype below ------ When a green signal of 1 comes in from the bottom right, the song will be loaded from the combinators on the left and start playin...
by SuicideJunkie
Tue Jun 26, 2018 7:59 pm
Forum: News
Topic: Friday Facts #245 - Campaign concept
Replies: 167
Views: 60235

Re: Friday Facts #245 - Campaign concept

Google "New Hope 4" and look at those that can't beat it. It is because it is a race against time, if you don't build the plane fast enough you can't stop the assaults. My strategy was to kill all the biters, and then take a good long sit-back to build the plane. It took a fair bit of rel...
by SuicideJunkie
Thu Mar 29, 2018 12:22 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 498195

Re: Simple Questions and Short Answers

They're both plain old steam, just at different temperatures. A while back, I bled off the hot steam from a test reactor into my standard power plant, and the steam in the tanks mixed up to ~350 degrees with the turbines showing an intermediate level of "available performance". I don't kno...
by SuicideJunkie
Sun Mar 25, 2018 4:45 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 498195

Re: Simple Questions and Short Answers

Has there been any !!Science!! done on steam temperature mixing?
For example, if you mix nuclear steam (500) with coal steam (165) are there any inefficiencies or rounding issues that will change the total energy value?

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