Search found 193 matches

by TheRaph
Fri Nov 13, 2020 1:49 am
Forum: Ideas and Suggestions
Topic: Free cables/wires (Poles contain all)
Replies: 33
Views: 17911

Re: Free cables/wires (Poles contain all)

ssilk wrote:
Thu Mar 12, 2015 2:03 pm
... or placed by flying biters.
Yes please, this one!
by TheRaph
Sat Nov 07, 2020 9:25 pm
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network
Replies: 122
Views: 17194

Re: Roboports should output missing materials to circuit network

[Koub] Merged into older topic with same suggestion. I now see why my searching for "needed items" not match "missing materials" ... I admire you moderators for finding what belongs together - I'll never understand how you do that ... did you remember every toppic or use you kin...
by TheRaph
Fri Nov 06, 2020 10:31 pm
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network
Replies: 122
Views: 17194

Circuit Connection Roboport - Add "needed Items"

Sometimes the logistic network of an outpost has the need of certain items (it is shown as alert right next to the shortcuts). What if you could connect a roboport to a circuit network and read out this needs? - You could send a train to that outpost with exacly the needed things - fully automated (...
by TheRaph
Wed Oct 28, 2020 1:32 am
Forum: Not a bug
Topic: [1.0.0] Blueprints with waterfill and buildings above work not as expected
Replies: 6
Views: 557

Re: [1.0.0] Blueprints with waterfill and buildings above work not as expected

This exact topic was covered here.., https://forums.factorio.com/viewtopic.php?p=515977#p515977 Hi Koub That isn't correct - it is NOT the exact thing. The person in that topic likes to have a way to automaticly ADD LF if needetd - or a way to add LF to an existing BP. - The way is to use editor to...
by TheRaph
Wed Oct 28, 2020 1:09 am
Forum: Ideas and Suggestions
Topic: Expand Tutorial Mode into Blueprint Editor
Replies: 8
Views: 1807

Adding a blueprint editor based on tutorial-layer

TL;DR Add a button in blueprint-window to "realy edit" a blueprint. If you click that button you will enter a sandbox layer like "totorial" (that layer with nothing but chessboard-pattern) where you can edit your BP. What ? Open up blueprint and you have the possibility to REMOV...
by TheRaph
Wed Oct 28, 2020 12:35 am
Forum: Not a bug
Topic: [1.0.0] Blueprints with waterfill and buildings above work not as expected
Replies: 6
Views: 557

[1.0.0] Blueprints with waterfill and buildings above work not as expected

Short: Blueprints with waterfill and buildings above them will only place waterfill and no buildings if placed on water. This behavior is different to other situaions where "waiting" is an option (see below). What to do to reproduce (and see the bigger problem): First create a blueprint w...
by TheRaph
Sun Sep 06, 2020 6:04 pm
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 68657

Re: Version 1.0.0

Awesome

tron-gleise.JPG
tron-gleise.JPG (78.52 KiB) Viewed 3422 times
by TheRaph
Sun Sep 06, 2020 3:57 pm
Forum: Ideas and Suggestions
Topic: Spidertron repath if stuck
Replies: 7
Views: 748

Spidertron path finding (RC)

short and easy

Currently the remote controlled spidertron has no pathfinding (as devs say). So it may stuck at big lakes.

I suggest to add kind of pathfinding to remote controlled spidertron.

Backgrounds and screenshots could find on "not-a-bug"-bug here.
by TheRaph
Sun Sep 06, 2020 3:31 pm
Forum: Ideas and Suggestions
Topic: QOL: easy spidertron remote-selection
Replies: 8
Views: 563

Re: QOL: easy spidertron remote-selection

This is a great suggestion. If you don't mind, I'd quite like to add it to my Spidertron Waypoints mod (https://mods.factorio.com/mod/SpidertronWaypoints), if I find it possible to implement. You're welcome. Ya, you need a tool for pipetting. One for each remote. SCNR :D "Pipette tool" do...
by TheRaph
Sat Sep 05, 2020 11:10 pm
Forum: Not a bug
Topic: [1.0.0] Remote Spider-Tron pathfinding stop at water
Replies: 4
Views: 323

Re: [1.0.0] Remote Spider-Tron pathfinding stop at water

Should I now post about that in "suggestions" or are posts in "not a bug" still on your radar?
by TheRaph
Sat Sep 05, 2020 10:53 pm
Forum: Ideas and Suggestions
Topic: QOL: easy spidertron remote-selection
Replies: 8
Views: 563

QOL: easy spidertron remote-selection

TLTR let a key-combination (pipette Tool / shift-click) on an spidertron select corresponding remote Why In late game one may have more than one spidertron If you like to select a specific one to do strange stuff on the edge of your territory yo have to figure out which remote is the correct one. T...
by TheRaph
Sat Sep 05, 2020 10:24 pm
Forum: Not a bug
Topic: [1.0.0] Remote Spider-Tron pathfinding stop at water
Replies: 4
Views: 323

[1.0.0] Remote Spider-Tron pathfinding stop at water

What to prepare Use a map with some bigger lakes Build a spider tron Build a remote for it Connect remote with tron Let the tron run over the map (across big lake) What it does The tron runs toward point marked by remote If it reach small lakes it will walk over it If it reached the big lake it tri...
by TheRaph
Tue Sep 01, 2020 12:53 pm
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 68657

Re: Version 1.0.0

Please remove Spidertron. It brings nothing new to the game and only clutters the game with junk. Good joke, if its one. Otherwise, just ignore it. It's not a joke. Tell me how adding a spidertron to the game has any relevance to automation? Tell me how it's relevant to a factory? I'll wait. Well w...
by TheRaph
Sat Apr 18, 2020 11:17 pm
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 9952

Re: Friday Facts #343 - Environmental particle effects

Different particles on different tiles are a nice feature. But... Why are the craters always the same? Throwing a granade on concrete should leave a crater with broken concrete edges. The difference between particles are hard to see and last not long. The crater lasts even longer and should fit bett...
by TheRaph
Mon Apr 13, 2020 10:40 pm
Forum: News
Topic: Friday Facts #342 - The new old tutorial
Replies: 38
Views: 8034

Re: Friday Facts #342 - The new old tutorial

Can you please add a date with that. Nobody knows when these were published, and a date would put more context to when it was last discussed. Otherwise they are just numbers and have little meaning. It is really easy to look this up, and the reference was to what was decided upon and not when. So I...
by TheRaph
Sat Apr 11, 2020 8:10 am
Forum: News
Topic: Friday Facts #342 - The new old tutorial
Replies: 38
Views: 8034

Re: Friday Facts #342 - The new old tutorial

Mod content. Ill probably put it in a "level designers cutting room floor" scenario pack. Yes please! Edit: ... because there is no way to tell a new player "Hey this is not really completely finished but we just left it there for that guy on the forum who knows it is not finished&qu...
by TheRaph
Fri Apr 10, 2020 10:58 pm
Forum: News
Topic: Friday Facts #342 - The new old tutorial
Replies: 38
Views: 8034

Re: Friday Facts #342 - The new old tutorial

In general, personally I would keep the dead end scenario, but repurpose it. Expose all the scripting and turn it into "how to make scenario" tutorial, with this easy and quite short mission as set of examples. It maybe all is already accessible somewhere, but with few professional touche...
by TheRaph
Mon Nov 04, 2019 8:35 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 21139

Re: Friday Facts #318 - New Tooltips

Masterpintsman wrote:
Mon Oct 28, 2019 11:57 pm
TheRaph wrote:
Sat Oct 26, 2019 3:34 pm
Just now my idea to let bots do more than one job:
^ What's in this post, please ^
I think Rseding didn't read it, because he hasn't written in this topic yet. Regarding to FFF it's his part:
Rseding91 wrote: Construction robot tile batching Rseding
by TheRaph
Sat Oct 26, 2019 3:34 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 21139

Re: Friday Facts #318 - New Tooltips

Just now my idea to let bots do more than one job: As far as I know the object to be build (maybe a belt) searches for a free c-bot to do the job. (I've had read that in this forum times ago.) As far I've learned, there is kind of a list with entities to be build. Every tick a limited amount of obje...
by TheRaph
Fri Oct 25, 2019 11:33 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 21139

Re: Friday Facts #318 - New Tooltips

Nice FFF. Thanks for all that information. Offshore pump isn't consequent to that other stuff. I think it should have a "produce water" - category. Because it should fit to that "consumes water" - category of that boiler. So I think it will also be smoother if the "last user...

Go to advanced search