Search found 236 matches

by McDuff
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...
by McDuff
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

There 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.
Homer Simpson With Tongue Hanging Out Dot Gif

17.2 is gonna be great ;)
by McDuff
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...
by McDuff
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...
by McDuff
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.
by McDuff
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...
by McDuff
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. ...
by McDuff
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...
by McDuff
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...
by McDuff
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...
by McDuff
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?
roboport pieces
by McDuff
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...
by McDuff
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...
by McDuff
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?
by McDuff
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...
by McDuff
Fri Oct 19, 2018 11:36 am
Forum: Ideas and Suggestions
Topic: Commenting combinators
Replies: 51
Views: 15396

Re: Commenting combinators

Good idea!
by McDuff
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!"
by McDuff
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.
by McDuff
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
by McDuff
Fri Oct 05, 2018 11:11 am
Forum: Ideas and Suggestions
Topic: Show circuit network signal on non-pole entity
Replies: 14
Views: 3632

Re: Show circuit network signal on non-pole entity

Trebor wrote:
Thu Oct 04, 2018 5:43 pm
So to monitor the inserters for an 11 wagon train with containers on both sides you want me to place (11x12) 132 electric poles?
Not to mention the headache if you're already using both colours of wire for various back and forth signalling.

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