Search found 236 matches
- Tue Sep 18, 2018 10:16 am
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 129920
Re: Friday Facts #260 - New fluid system
TheYeast's proposals seem like they would work, and like I can understand them, which is definitely a step up from the current pipe implementation. I also think the idea of segmenting pipe networks seems like a good idea, and it appears that would also work. Rather than calculating every junction pi...
- Thu May 31, 2018 9:12 am
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 57648
Re: Friday Facts #195 - Poles re-design
One thing about having 6 connectors - it would make additional circuit wires/colours easier to implement....
viewtopic.php?f=6&t=58050
viewtopic.php?f=6&t=58050
- Thu May 31, 2018 8:52 am
- Forum: Ideas and Suggestions
- Topic: Programmable Map Pin
- Replies: 3
- Views: 1549
- Mon Apr 23, 2018 9:55 am
- Forum: Ideas and Suggestions
- Topic: Construction bot pathing
- Replies: 14
- Views: 5847
Re: Construction bot pathing
I'm very against this idea. If anything I think any changes should be for robots to be more limited in distance. They really should not be a long-distance transport solution.
- Mon Apr 23, 2018 9:52 am
- Forum: Ideas and Suggestions
- Topic: Tasteless lab names
- Replies: 19
- Views: 9109
Re: Tasteless lab names
Minorities are not guests in gaming. They should not have to run a gauntlet of "I'm being offensive because I think it's hilarious when people are offended" bullshit in order to participate. You may be free to stand on a street corner and shout "haha gays penis bum!" like the wor...
- Thu Apr 19, 2018 9:15 pm
- Forum: Logistic Train Network
- Topic: How does priority work?
- Replies: 22
- Views: 20454
Re: How does priority work?
I have an idea to gate the amount of trains for a garbage train station a bit and make merged deliveries more likely. Or simply use limit trains = 1 so LTN ensures only 1 train is ever en route to this stop. This is what I've ended up doing, but you still need to put a trigger in place to cut off t...
- Thu Apr 19, 2018 9:12 pm
- Forum: Logistic Train Network
- Topic: How does priority work?
- Replies: 22
- Views: 20454
Re: How does priority work?
That sounds like you are overloading the trains. Only put as much items in the train as requested and there should never be an empty train. The request was only sent at 1000 and the trains would pick up perhaps 3 or 4 stacks, so that wasn't the issue. Maybe the train is full when including the rese...
- Tue Apr 17, 2018 8:26 pm
- Forum: Mods
- Topic: Best Mods?
- Replies: 17
- Views: 18770
Re: Best Mods?
And your point is?Deadlock989 wrote:By that definition, "Happy" by Pharrell Williams is the pinnacle of human culture.5thHorseman wrote:With no proper definition of "best," "most downloaded" is a pretty darn good first approximation.
- Mon Apr 16, 2018 10:08 pm
- Forum: Balancing
- Topic: Some items becoming "useless" in lategame & changing recipes
- Replies: 51
- Views: 55571
Re: Some items becoming "useless" in lategame & changing recipes
Sorry, didn't even realise I'd necro'd this.
- Mon Apr 16, 2018 2:02 pm
- Forum: Logistic Train Network
- Topic: How does priority work?
- Replies: 22
- Views: 20454
Re: How does priority work?
I believe this would work. The problem that my way tries to fix is that you don't just need the provider station to provide, but the requester station to request. The provider station could say "yes I have 5 stacks of yellow belts" but if nothing is asking for it LTN won't generate a sched...
- Mon Apr 16, 2018 1:04 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 421316
Re: Friday Facts #225 - Bots versus belts (part 2)
That's a bit pedantic isn't it mate?
Surely the point is that there are some things that need to be moved in bulk and some things that don't. If it's got a stack size of one, it probably doesn't need to be moved in bulk, and therefore "throughput" is somewhat meaningless.
Surely the point is that there are some things that need to be moved in bulk and some things that don't. If it's got a stack size of one, it probably doesn't need to be moved in bulk, and therefore "throughput" is somewhat meaningless.
- Mon Apr 16, 2018 12:21 pm
- Forum: Logistic Train Network
- Topic: How does priority work?
- Replies: 22
- Views: 20454
Re: How does priority work?
Some testing on a new creative mode map seems to put the issue at having more than one train being sent... which is really fine because, thinking about it, I can live with only one train being sent and for really productive bases I can just set the trigger limit to 3000 rather than 1000. In this cas...
- Mon Apr 16, 2018 10:59 am
- Forum: Logistic Train Network
- Topic: How does priority work?
- Replies: 22
- Views: 20454
Re: How does priority work?
So this may have had something to do with the way I had set up the circuits. I'm writing up the (partial) solution I found to hopefully help other people and see if I could make it work better. The issue I had was that the "trash" station could contain any arbitrary number of items. "...
- Mon Apr 16, 2018 8:23 am
- Forum: Balancing
- Topic: Some items becoming "useless" in lategame & changing recipes
- Replies: 51
- Views: 55571
Re: Some items becoming "useless" in lategame & changing recipes
Recycling would definitely need to be a hard-coded change rather than a mod, because recycling that just adds new recipes "in reverse" clutters up menus. It could potentially be an interesting addition to the game, but that seems more like a "suggestions" thing than a "balan...
- Mon Apr 16, 2018 8:19 am
- Forum: Ideas and Suggestions
- Topic: Development Documentary
- Replies: 1
- Views: 618
Re: Development Documentary
"Stretch goal?"
Seems like this would be the kind of thing where you'd want to figure out if there's a market for it before you commit the resources. "Behind the scenes" stuff can be more work than people think it is.
Seems like this would be the kind of thing where you'd want to figure out if there's a market for it before you commit the resources. "Behind the scenes" stuff can be more work than people think it is.
- Sun Apr 15, 2018 9:06 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Small, circuit-wire-only power poles.
- Replies: 11
- Views: 3330
Re: [Request] Small, circuit-wire-only power poles.
Try this mod: 2018-04-15 13_41_58-Factorio 0.16.36.png ConnectionBox_0.0.1.zip script.on_event(defines.events.on_built_entity, function(event) local entity = event.created_entity if entity and entity.name == 'connection-box' then if entity.neighbours then entity.disconnect_neighbour() -- copper onl...
- Wed Apr 11, 2018 3:49 pm
- Forum: Logistic Train Network
- Topic: How does priority work?
- Replies: 22
- Views: 20454
Re: How does priority work?
Well my tests on a new map worked according to how the priority system should work, so I'm obviously doing something weird in my other build. Never mind.
- Wed Apr 11, 2018 1:20 pm
- Forum: Logistic Train Network
- Topic: How does priority work?
- Replies: 22
- Views: 20454
Re: How does priority work?
There were definitely some stations that didn't behave like that for me. I may have to do some test maps.
- Tue Apr 10, 2018 4:19 pm
- Forum: Implemented Suggestions
- Topic: Decider combinator with "Anything" output
- Replies: 32
- Views: 23138
Re: Decider combinator with "Anything" output
+1 to this one, trying to solve an issue this would easily solve.
- Mon Apr 09, 2018 12:46 pm
- Forum: Texture Packs
- Topic: [No longer available] Old graphics
- Replies: 66
- Views: 31397
Re: WIP: Deadlock's Industrial Revolution (image heavy)
So the "car/cart" would just stop when it was being loaded? Bummer.