Search found 195 matches

by Cribbit
Wed Oct 30, 2019 2:28 pm
Forum: Ideas and Suggestions
Topic: Hold a key to constrain to "furthest placeable location"
Replies: 3
Views: 332

Re: Hold a key to constrain to "furthest placeable location"

JimBarracus wrote:
Wed Oct 30, 2019 7:07 am
Cribbit wrote:
Tue Oct 29, 2019 11:53 pm
especially for trackpad players.
its like playing a racing game with a keyboard
it works but it's far from the optimum
I often play using my magic trackpad 2, basically as nice as trackpads come, and it's not bad.

This would make it way, way easier.
by Cribbit
Tue Oct 29, 2019 11:53 pm
Forum: Ideas and Suggestions
Topic: Hold a key to constrain to "furthest placeable location"
Replies: 3
Views: 332

Hold a key to constrain to "furthest placeable location"

Placing power poles or underground belts or pipes can be a little annoying right now because it's really easy to place it one tile off. I would like to hold a modifier key (ctrl?) to do the following: 1. When within a valid connecting range work exactly like normal placement 2. When outside the vali...
by Cribbit
Tue Oct 29, 2019 7:48 pm
Forum: Ideas and Suggestions
Topic: Light rail
Replies: 16
Views: 1031

Re: Light rail

Meanwhile I use compression mods, namely: https://mods.factorio.com/mod/deadlock-beltboxes-loaders And that made a lot of fun, cause it is in my eyes nearly perfect balanced. Maybe I'm not looking at it right, what's the downsides to loaders and compression? It looks like a straight upgrade. I see ...
by Cribbit
Tue Oct 29, 2019 6:54 pm
Forum: Modding interface requests
Topic: Disable pollution generating chunks
Replies: 3
Views: 361

Re: Disable pollution generating chunks

Could a mod simply disable the generation entirely, generate new chunks only on its own terms (namely player movement) and then calculate the "overflow" pollution to increase biter waves to match what they would otherwise be? Though if you're going that far, it seems like a better mod UPS wise would...
by Cribbit
Tue Oct 29, 2019 4:41 pm
Forum: Ideas and Suggestions
Topic: Inserters with ghost wires
Replies: 4
Views: 251

Re: Inserters with ghost wires

Support It would also be nice to be able to see the current values on a wired item, rather than having to always go thru a power pole. It would also be nice to generally be able to set circuit network settings even before the item is wired. I know they're stored, since copy/paste works even if it's ...
by Cribbit
Mon Oct 28, 2019 8:33 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 10456

Re: UPS Wars 3 - Electronic Circuits

No choice in where we put our research? I liked the design that just gave us X research points to allocate as we desired.
by Cribbit
Mon Oct 28, 2019 8:32 pm
Forum: Ideas and Requests For Mods
Topic: SR-latch
Replies: 17
Views: 1656

Re: SR-latch

Perhaps there is something I'm not understanding, but is this not a SR-latch? https://wiki.factorio.com/Power_switch An SR latch is a mechanism that toggles when an input crosses a threshold, and does not toggle back until crossing a separate threshold. The common example in Factorio is steam stora...
by Cribbit
Mon Oct 28, 2019 6:01 pm
Forum: General discussion
Topic: are more ammo-based turrets comming?
Replies: 17
Views: 1981

Re: are more ammo-based turrets comming?

That's going to be something you get from mods. The mods in this game go really in depth into things.

Personally, I like how Industrial Revolution handled a lot of combat changes. I went in expecting some cool crafting changes, also got fun turrets.
by Cribbit
Sun Oct 27, 2019 6:16 pm
Forum: Gameplay Help
Topic: Can not understand train signals.
Replies: 3
Views: 462

Re: Can not understand train signals.

Rule of thumb is chain in, rail out.

Deeper explanation: Chain in means that a train won't enter a section unless it can clear the section. Rail out means that once a train gets past the next signal after that the intersection is "clear" again so more trains can enter.
by Cribbit
Sat Oct 26, 2019 3:23 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 150424

Re: [MOD 0.17] Industrial Revolution

hello Deadlock, Thank you for making such a fantastic mod. I have a small bug to report: all prod modules (1-3) increase pollution by 10x the tooltip amount (i.e. 50% instead of 5%, 70% instead of 7%, 100% instead of 10%). That is part of the base game. Energy use is directly tied to pollution. Pro...
by Cribbit
Fri Oct 25, 2019 10:24 pm
Forum: Ideas and Suggestions
Topic: Copy/paste should put the blueprint string into clipboard
Replies: 1
Views: 136

Copy/paste should put the blueprint string into clipboard

This would make it much faster & easier to share blueprints and get help for debugging. No more poorly lit screenshots! Much easier to tell a newbie "just copy/paste it". In a perfect world this would also include things not normally in a blueprint, such as fluid levels in pipes, products finished, ...
by Cribbit
Fri Oct 25, 2019 6:14 pm
Forum: Ideas and Suggestions
Topic: Allow setting recipies on factories before research
Replies: 35
Views: 4110

Re: Allow setting recipies on factories before research

I don't feel like blueprinting is intended to be used to the scale that this entails. Maybe I'm wrong. However, a couple of fixes I could see making people happier: 1. Using blueprint to set recipes on existing buildings, where a construction bot goes and travels to set the recipe if player is out o...
by Cribbit
Fri Oct 25, 2019 5:34 pm
Forum: General discussion
Topic: Lategame mining options are lacking
Replies: 129
Views: 15273

Re: Lategame mining options are lacking

I like how Industrial Revolution handled mining. Big buildings, with even bigger footprint - think 2x the size of a normal drill, and footprint goes 2 tiles out. This gives you a balance between "sparsing" the patch, with as little miner overlap as possible, or going full density, in a more meaningf...
by Cribbit
Fri Oct 25, 2019 4:44 pm
Forum: Not a bug
Topic: [0.17.73] Personal roboport stopped working in this version
Replies: 3
Views: 201

Re: [0.17.73] Personal roboport stopped working in this version

For clarity, your "toggle personal roboport" is set to "off" - top right icon in the row of icons to the right of the quickbar.
by Cribbit
Fri Oct 25, 2019 2:36 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 16072

Re: Friday Facts #318 - New Tooltips

Forgive my ignorance, but why can't bots carry multiple items when placing a blueprint? I would imagine it should go something like 1. bp placed 2. ghosts assigned to bots 3. ghost is marked as "targeted" 4. bots go place items So for step 2, a group of nearby structures all get assigned to one bot ...
by Cribbit
Fri Oct 25, 2019 1:18 pm
Forum: Modding help
Topic: Creating Assembly machine with integrated Electric pole
Replies: 32
Views: 1703

Re: Creating Assembly machine with integrated Electric pole

q3) Impossible. on_built does not fire if collision prevents the pole from being built in the first place. You'd have to change the collision mask of the pole so that it becomes placeable *everywhere* and then offensively script to remove it everywhere except your machine. It's as ugly as it sounds...
by Cribbit
Fri Oct 25, 2019 1:17 pm
Forum: Modding help
Topic: Creating Assembly machine with integrated Electric pole
Replies: 32
Views: 1703

Re: Creating Assembly machine with integrated Electric pole

julius1701 wrote:
Fri Oct 25, 2019 12:44 pm
Q3: i would look at the recipe of the electric-engine since it can only be built in an assembly machine. maybe you could copy and edit that code
They're asking about being able to "upgrade" an assembler to one that includes the pole, not having poles only buildable in assemblers.
by Cribbit
Thu Oct 24, 2019 8:26 pm
Forum: Ideas and Suggestions
Topic: Light rail
Replies: 16
Views: 1031

Re: Light rail

Counting stops as signals, since they are also directional. No, stops doesn't count as signals. Just tested. Works fine without any signals. What exactly works fine? We're talking about a hypothetical mod. I'm not literally saying that stops act as signals, but that for the sake of using signal's d...
by Cribbit
Thu Oct 24, 2019 7:39 pm
Forum: Ideas and Suggestions
Topic: Light rail
Replies: 16
Views: 1031

Re: Light rail

I'm thinking of writing it myself in a much simpler way. All this needs is to determine direction by the rails rather than by the train. We already have signals on the track. If a track only has signals for one direction, it's monodirectional. Both ways, bidirectional. Counting stations as "signals...
by Cribbit
Thu Oct 24, 2019 5:40 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Angel's/ Bob's Mods Item Database
Replies: 1
Views: 1332

Re: Angel's/ Bob's Mods Item Database

I've attached the JSON that Kirk's calculator uses for Bob's. Caveat: I do not play bob/angels or know anything about it to know how comprehensive this is. https://github.com/KirkMcDonald/kirkmcdonald.github.io has a python script for getting info out of the game. There are others out there if you g...

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