Search found 236 matches
- Wed Feb 27, 2019 1:44 pm
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 16741
Re: [0.16] Logistic Carts
Will be downloading this mod once it's upgraded to 0.17 :) One thing I have been wondering reading through the docs is if the paint and stickers thing is still the best way of doing it? Conceptually a kind of programmable RFID panel on the ground would feel better. You say that the rationale is beca...
- Tue Feb 19, 2019 2:28 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 73679
Re: Friday Facts #280 - Visual Feedback is the king
Homer Simpson With Tongue Hanging Out Dot GifThere are a few nice ideas of what could be done to make the train schedule way more powerful in the endgame (Train names, Train groups, conditional stations), but this will have to wait until some future time.
17.2 is gonna be great
- Thu Jan 31, 2019 3:42 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 72579
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
Then again, there are mods out there with different speed belts, Bob’s is one. I’ve not really done much with it, so no idea whether it slows the game down later on. But, there are mods out there with higher belt speeds. Just no mods out there with a faster single splitter. As far as I know, Bob do...
- Thu Jan 31, 2019 1:53 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 126722
Re: Friday Facts #275 - 0.17 Science changes
I have to mention that I agree with many others here, overall the new science looks great with the one exception of rails. The issue I have with rails is not the number but the weird use of unrefined stone ore so late. It is very weird and out of place. Every other raw resource gets processed befor...
- Thu Jan 31, 2019 1:50 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 63601
Re: Friday Facts #279 - Train GUI & Modern Spitter
Are brackets/indents actually hard? Like, is it more than a couple of hours work to do? If it's easy, then I'd like to see it. If it's a pain in the ass, I can live without it.
- Wed Jan 30, 2019 5:51 pm
- Forum: Implemented Suggestions
- Topic: Use bots to disassemble trains?
- Replies: 4
- Views: 1570
Re: Use bots to disassemble trains?
I know that's not what you were after, but I can't help but think how cool/ridiculous it would be to have robots custom-build a train at a station and send it on its way, and another set of bots dissassemble it at the other end when it was done...
- Wed Jan 30, 2019 9:34 am
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 63601
Re: Friday Facts #279 - Train GUI & Modern Spitter
I have to agree with everyone above being confused by the logic parsing. I think I (and lots of other people) would love a system where stations know what they have and what they need, and you can dispatch trains accordingly But for me the current system is, as the meme goes, literally unplayable. ...
- Tue Jan 29, 2019 11:44 am
- Forum: Ideas and Suggestions
- Topic: Dynamic train schedule
- Replies: 68
- Views: 18757
Re: Dynamic train schedule
Yeah I think "If... then goto...else" isn't a terribly hard system for people to learn, especially if it's arranged in a graphical list. I'd love to see something like this happen tbh. And, as has also been suggested, a "line" mechanic where schedules aren't linked to single trai...
- Tue Jan 29, 2019 11:36 am
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 63601
Re: Friday Facts #279 - Train GUI & Modern Spitter
I think the thing to remember here, certainly for me, is that this is a train GUI update and not a train mechanics update. I think I (and lots of other people) would love a system where stations know what they have and what they need, and you can dispatch trains accordingly, but I appreciate that th...
- Fri Jan 18, 2019 2:15 pm
- Forum: Ideas and Suggestions
- Topic: Logistics Robot Balance
- Replies: 36
- Views: 8021
Re: Logistics Robot Balance
Please see my previous post about expecting that in order to have any vague chance of being implemented, the changes to drones would have to be relatively speaking 'tweaks'. I doubt we're going to get a complete redesign of how drones or their networks work. We might be lucky enough to get somethin...
- Fri Jan 18, 2019 2:12 pm
- Forum: Ideas and Suggestions
- Topic: Logistics Robot Balance
- Replies: 36
- Views: 8021
Re: Logistics Robot Balance
Bob, do you have a more detailed idea of how your "split the components up" plan would work?
Would it be something like this?
Would it be something like this?
roboport pieces
- Thu Jan 17, 2019 2:38 pm
- Forum: Ideas and Suggestions
- Topic: Logistics Robot Balance
- Replies: 36
- Views: 8021
Re: Logistics Robot Balance
I know this has been done to death but I always thought the idea of subnetting bots deserved a better look. Wasn't even mentioned in that massive overview post! *insert ironic crying emoji here*. For what it's worth, the pitch that got me into Factorio from another player was "you build a facto...
- Thu Jan 17, 2019 11:06 am
- Forum: Ideas and Suggestions
- Topic: Logistics Robot Balance
- Replies: 36
- Views: 8021
Re: Logistics Robot Balance
A User: - The game is a bit unbalanced and weird to play in some scenarios The Devs: - We already know about it! We get this comment like twice a week, so shut up already! If we wanted to fix it, we would, but we didn't, therefore we don't. We have explained why won't ever change it. Nothing have c...
- Tue Nov 20, 2018 12:23 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 97429
Re: Friday Facts #260 - New fluid system
Is there any chance of an update of how this is going in a new FF?
- Mon Oct 29, 2018 10:31 am
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 97429
Re: Friday Facts #260 - New fluid system
At the risk of repeating an already posted idea: How about treating the fluid in pipes like items on transport belts? -Stuff that produces fluids unloads it onto the "belt" (into the connected pipe segment). -every pipe segment transfers it´s content to the next at a defined speed. -junkt...
- Fri Oct 19, 2018 11:36 am
- Forum: Ideas and Suggestions
- Topic: Commenting combinators
- Replies: 51
- Views: 15396
Re: Commenting combinators
Good idea!
- Fri Oct 12, 2018 9:20 am
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 33176
Re: Friday Facts #263 - Trains in blueprints
Belt weaving is one of those things that makes my eyes twitch. I am 50% on the side of "what an interesting and clever solution" and 50% on the side of "where do those bloody underground belts go that shouldn't work that way arrrgh!"
- Wed Oct 10, 2018 8:15 am
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 33176
Re: Friday Facts #263 - Trains in blueprints
Tbh, while using cars is a quirky mechanic, I think that speaks more of a need to figure out what problem cars are solving and get something non-hacky in to do the job.
- Mon Oct 08, 2018 3:04 pm
- Forum: Ideas and Suggestions
- Topic: This circuit system...
- Replies: 10
- Views: 3138
Re: This circuit system...
A while back I put together a few proposals I thought would work to expand the combinator system in interesting way.
viewtopic.php?f=6&t=58050
viewtopic.php?f=6&t=58050
- Fri Oct 05, 2018 11:11 am
- Forum: Ideas and Suggestions
- Topic: Show circuit network signal on non-pole entity
- Replies: 14
- Views: 3632