Search found 225 matches

by TheRaph
Mon Jan 22, 2018 9:52 pm
Forum: Releases
Topic: Version 0.16.16
Replies: 100
Views: 50359

Re: Version 0.16.16

It also prevents patterns in the input from manifesting as artifacts in the output. There are many ways the new behavior still allows some patterns in the input, which can occur through many natural, accidental means, to manifest in very uneven distributions of types on the outgoing belts. I've had...
by TheRaph
Sun Jan 21, 2018 3:33 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 373600

Re: Friday Facts #225 - Bots versus belts (part 2)

I have a suggestion: Implement an ultimate superbot in the game. You need only 1 of this. He can beam all things to anywhere in less then 1 second. And he can build the perfect setups automatically. You just have to start a game, and go out play football. After 4 hours coming back to you pc and wat...
by TheRaph
Sat Jan 20, 2018 10:18 pm
Forum: News
Topic: Friday Facts #226 - New mod portal & other news
Replies: 93
Views: 41517

Re: Friday Facts #226 - New mod portal & other news

dgw wrote: Though they could change the progress bar and caption for each edition? I want to buy one that's stuck at 89% "Loading sprites" :D
Even better idea.
by TheRaph
Thu Jan 18, 2018 11:32 pm
Forum: Ideas and Suggestions
Topic: Dangerous car
Replies: 2
Views: 1126

Re: Dangerous car

So you request for "no damage by wall hitting" or just an option to put some rubber-bars (or old tyres) around your parking area?
by TheRaph
Thu Jan 18, 2018 11:24 pm
Forum: Ideas and Suggestions
Topic: Train to train loading --> bigger chests (1x2)
Replies: 20
Views: 5495

Re: Train to train loading --> bigger chests (1x2)

I think better than 1x2 chests are longhanded stack inserters.
Because there are more use cases for other situations.
by TheRaph
Wed Jan 17, 2018 11:45 pm
Forum: Ideas and Suggestions
Topic: Factorio Lag Killer
Replies: 11
Views: 4114

Re: Factorio Lag Killer

What is a U-sized logistics networks ? That is a logistic network in shape of an "U". Maybe you have you're base on bottom and on left side a flank to iron deposit and on right side a flank up to copper deposit. In between are some alien bases. Now a bot try to go from copper-side to iron...
by TheRaph
Wed Jan 17, 2018 11:24 pm
Forum: Ideas and Suggestions
Topic: Train schedule Stop Offsets
Replies: 13
Views: 4543

Re: Train schedule Stop Offsets

What are the difference between scheduling train stations with offset and having more than one station behind each other with space of 2 wagons each?
I don't get the point why that offset is needed. ...
by TheRaph
Wed Jan 17, 2018 9:57 pm
Forum: Ideas and Suggestions
Topic: Train horn when approaching player
Replies: 6
Views: 2979

Re: Train horn when approaching player

+1
Like this idea.
I would expand it. In reality there are honk/whistle for short warnings and bell ringing for parts of track.
So there may a horn for player in range. And two signal signs for placing next to track ... on for "ringing start" and "ringing end". Yust for fun :D
by TheRaph
Wed Jan 17, 2018 9:41 pm
Forum: Ideas and Suggestions
Topic: Ghost/Fake objects to place for the buildrobots
Replies: 4
Views: 1609

Re: Ghost/Fake objects to place for the buildrobots

Did you mean, you like to place ghosts on map without having them already in inventory?

Sounds like this viewtopic.php?f=6&t=53973&p=316879
Or this viewtopic.php?f=6&t=53862
by TheRaph
Wed Jan 17, 2018 9:34 pm
Forum: Releases
Topic: Version 0.16.16
Replies: 100
Views: 50359

Re: Version 0.16.16

So in summary, my vote is for reinstating the old splitter behavior, but have it only remember which belt the last item of each type was sent to, rather than the last 5 to 6 items of each type (depending on which output belt). And randomize between the two belts separately for each type when the sp...
by TheRaph
Tue Jan 16, 2018 11:34 pm
Forum: Ideas and Suggestions
Topic: belt splitter ratio
Replies: 7
Views: 3464

Re: belt splitter ratio

I feel like these building blocks are getting too powerful. Create the network such that each branch goes through exactly the same number of splitters and loop some branches back to the input to create the proper ratios instead. I tried thus mutch but never get it really to work. As long as all out...
by TheRaph
Tue Jan 16, 2018 12:03 am
Forum: Ideas and Suggestions
Topic: belt splitter ratio
Replies: 7
Views: 3464

Re: belt splitter ratio

I feel like these building blocks are getting too powerful. Create the network such that each branch goes through exactly the same number of splitters and loop some branches back to the input to create the proper ratios instead. I tried thus mutch but never get it really to work. As long as all out...
by TheRaph
Mon Jan 15, 2018 10:36 pm
Forum: Ideas and Suggestions
Topic: belt splitter ratio
Replies: 7
Views: 3464

Re: belt splitter ratio

very similar - right. but much to complicated. Why should I use constant combinators and NOT-Gates inside of the splitter. Logi work has to be done in logic entities not machines. Filter settings will be implemented in newest Version (as promised in FFF) and therefor the only thing which is needed t...
by TheRaph
Mon Jan 15, 2018 8:59 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 373600

Re: Friday Facts #225 - Bots versus belts (part 2)

I like the Idea of having underground belts in a underground-layer. But how to do? I think the easiest way is to type a hotkey to switch in underground mode. There - in underground mode - the entire map may be dark brown. Light structures from above should render as colored rectangles (for orientati...
by TheRaph
Sun Jan 14, 2018 9:26 pm
Forum: Ideas and Suggestions
Topic: Buffing and Nerfing bots at the same time.
Replies: 2
Views: 1111

Re: Buffing and Nerfing bots at the same time.

Ähm ... you may not take users like me into account, who have registered factorio on steam but never played an hour there but loading zip-files and play different maps in different versions of factorio. So I'm within the 60% of players who have not yet earned the rocket-launch-achievement on steam b...
by TheRaph
Sun Jan 14, 2018 7:40 pm
Forum: Ideas and Suggestions
Topic: Shouldn't unmerging a belt be as simple as merging it?
Replies: 36
Views: 13695

Re: Shouldn't unmerging a belt be as simple as merging it?

I would vote for this easy lane-devider too!

Like the Idea and missed it much in game.
by TheRaph
Sun Jan 14, 2018 7:29 pm
Forum: Ideas and Suggestions
Topic: belt splitter ratio
Replies: 7
Views: 3464

belt splitter ratio

TLTR: Belt splitter should have a option to set ratio (may be depending on research or add an advanced splitter). This may increase the usability of belts a little bit (regarding to last FFF about bots and belts). Why? Because it would be awesome ... and make belt supply more fun. With this it is p...
by TheRaph
Sat Jan 13, 2018 3:53 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 373600

Re: Friday Facts #225 - Bots versus belts (part 2)

My opinion to nerf the bots and raise the belts is this: 1. I think any nerf to bots itself should have a "technical reason", anything other will look and feel artificially and therefore is not fun. I think one way is to prevent bots from insert in a chest at SAME time. As I see the networ...
by TheRaph
Thu Jan 11, 2018 8:49 pm
Forum: Releases
Topic: Version 0.16.16
Replies: 100
Views: 50359

Re: Version 0.16.16

Dont pull things from the game like this. Find out WHY people are using it, and make it obsolete instead. With barrels, people use them because the current fluid system is asinine and broken. Dont break their capacity and all the current working builds that people have put SOO much time into. Make ...
by TheRaph
Thu Jan 11, 2018 12:26 am
Forum: Releases
Topic: Version 0.16.16
Replies: 100
Views: 50359

Re: Version 0.16.16

FactorioBot wrote:Changes
  • Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent. The decision whether item goes to left or right output is now independent of the itemtype.
Like this :)

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