Search found 225 matches

by TheRaph
Wed Dec 16, 2020 11:56 am
Forum: Combinator Creations
Topic: Remote Controlled Circuit Switch
Replies: 22
Views: 9851

Re: Remote Controlled Circuit Switch

here's one using 2 combinators: OK that will beat me on a single swich. But when it comes to serial switches this may have a better ratio ... It is only two combinators for the setup and one for any electric switch to observe. Bild_2020-12-16_125535.png Bild_2020-12-16_125638.png 0eNrVmdtuozAQht/Fl...
by TheRaph
Tue Dec 15, 2020 11:49 pm
Forum: Combinator Creations
Topic: Remote Controlled Circuit Switch
Replies: 22
Views: 9851

Re: Remote Controlled Circuit Switch

Without power, combinators don't change their output, no matter their input. So when you disconnect the arithmetic combinator from the power network, it will still output A=1 Oh ... it seems I've miss that. With use of endless counter you can reduce it to just 3 combinators ... Bild_2020-12-16_0047...
by TheRaph
Tue Dec 15, 2020 9:02 pm
Forum: Combinator Creations
Topic: Remote Controlled Circuit Switch
Replies: 22
Views: 9851

Re: Remote Controlled Circuit Switch

I created a remote switch ispired by the pump and tank design but without the need for a fluid. In case there is no water around. Further refined: Wow! This is amazing. (Only just checked back on this now, oops.) Exactly what I was hoping to manage, nice and compact and no dependency on fluid or ac...
by TheRaph
Sat Dec 05, 2020 9:08 pm
Forum: Ideas and Suggestions
Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
Replies: 67
Views: 21370

Re: Option to disable no-power flashing

+1 No flashing should be an option at least for modder. There are Mods which alter the icons and some who disable warnings completely - but there are no mods for "no blinking" because it seems to be hard coded. And as stated before color coding is nice for me and maybe the devs, but shape ...
by TheRaph
Fri Dec 04, 2020 11:03 pm
Forum: Ideas and Suggestions
Topic: Change colors of efficiency and/or productivity modules?
Replies: 14
Views: 3117

Re: Change colors of efficiency and/or productivity modules?

The productivity modules are "red". Except they don't necessarily look red even if you have "normal" colour vision because colour is not only a matter of photons emitted or the biological structure of your retina. For two years I interpreted productivity modules, with my "n...
by TheRaph
Mon Nov 30, 2020 1:35 am
Forum: Not a bug
Topic: [1.0.0] Blueprints with waterfill and buildings above work not as expected
Replies: 6
Views: 2198

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

It was changed back again after playtesting found it didn't work well. So you may consider my suggestion to use the same mechanic as in "destroying cliffs" and "removing trees". It's already there and work well, so I assume it should also work with LF. Just let the object placin...
by TheRaph
Mon Nov 30, 2020 12:13 am
Forum: Implemented in 2.0
Topic: Fix Landfill Blueprinting
Replies: 23
Views: 5867

BP with LF deploy in one step

TLDR BP with LF deploy in one step Current behavior: Place a blueprint with landfill and buildings on top on some water tiles. Your bots will immediately start to place the land fill, but will forget about the buildings on top. You have to place the BP a second time to place the buildings. On large...
by TheRaph
Sun Nov 29, 2020 11:57 pm
Forum: Not a bug
Topic: [1.0.0] Blueprints with waterfill and buildings above work not as expected
Replies: 6
Views: 2198

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

Rseding91 wrote:
Wed Oct 28, 2020 1:47 am
Thanks for the report however that's fully working as intended and not a bug.

Also it has been changed in 1.1.
I've read the releasenotes - may be my english is to bad - what exactly has changed in 1.1. (in relation to this report)?
by TheRaph
Sun Nov 29, 2020 11:50 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.2] When loading 1.1.1 save, some Spidertrons are gone
Replies: 6
Views: 4226

Re: [1.1.2] Spidertrons disappeared upgrading from 1.1.1

kovarex wrote:
Sat Nov 28, 2020 8:01 pm
Thanks for the report, fixed for the next verison.
Will they reapear in my 1.1.2-Save or have I to load original save from 1.1.1?
by TheRaph
Wed Nov 25, 2020 8:22 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.0] Belt performance regression
Replies: 19
Views: 9590

Re: [boskid][1.1.0] Belt performance regression

To remove all the remaining lag spikes (when interacting with belts) i would have to disable the whole groupping logic and i will not sacrifice that just because of one extremally unfortunate save file. Would it be possible to make it an option in "settings"? So one who have such corner-c...
by TheRaph
Tue Nov 24, 2020 11:02 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 129093

Re: Version 1.1.0

Is it right, that default upgrade of chests is removed? Or is it a bug?

Normnaly I've used upgradeplaner in default mode (empty) for upgrading inserters and chests.

For inserters it works fine, but if I use UP on wooden chests ist will do nothing.
by TheRaph
Thu Nov 19, 2020 9:03 pm
Forum: Ideas and Suggestions
Topic: Option for disabling artillery auto target
Replies: 11
Views: 21877

Re: Option for disabling artillery auto target

+1
especialy for train artillery
by TheRaph
Fri Nov 13, 2020 1:49 am
Forum: Implemented in 2.0
Topic: Free cables/wires (Poles contain all)
Replies: 34
Views: 25205

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 / Roboports emit signals with missing blueprint items
Replies: 135
Views: 40290

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 / Roboports emit signals with missing blueprint items
Replies: 135
Views: 40290

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: 2198

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: 3980

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: 2198

[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: 99138

Re: Version 1.0.0

Awesome

tron-gleise.JPG
tron-gleise.JPG (78.52 KiB) Viewed 7426 times
by TheRaph
Sun Sep 06, 2020 3:57 pm
Forum: Ideas and Suggestions
Topic: Spidertron repath if stuck
Replies: 7
Views: 2649

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.

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