Search found 236 matches

by McDuff
Mon Apr 02, 2018 5:36 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 425441

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Error on game load. Factorio 16.36, no other mods loaded.
Screen Shot 2018-04-02 at 18.35.42.png
Screen Shot 2018-04-02 at 18.35.42.png (82.83 KiB) Viewed 9548 times
by McDuff
Mon Apr 02, 2018 4:08 pm
Forum: Ideas and Suggestions
Topic: Inserters
Replies: 27
Views: 6840

Re: Inserters

Beacons are one of those things with a mechanic that clearly makes sense at the low end and becomes weird at the limits. Sure, something which can spread the effects of an expensive Speed 3 module over multiple assembly machines makes sense in terms of resource conservation, but for megabases the re...
by McDuff
Wed Mar 28, 2018 8:58 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 62919

Re: So... Let's talk about bots, and how to fix them properly...

TLDR; The real problem with bots isn't that they are too powerful, it's that they aren't as fun as they should be. I think this is a good take on it. I had a similar conception of the problem, and landed on a couple of very similar solutions, in this post in the original FFF thread. Idea #1: Robopo...
by McDuff
Wed Mar 28, 2018 12:04 pm
Forum: General discussion
Topic: Loaders?
Replies: 69
Views: 40343

Re: Loaders?

I use (modded) loaders, but mainly for "inline" buffer storage. That makes for some better setups and layouts than inserters. I can also think of some interesting things you could do if you let inserter filters be circuit-programmable. I don't think that they either clutter up the menu or ...
by McDuff
Wed Mar 21, 2018 12:50 pm
Forum: Ideas and Suggestions
Topic: Inserters
Replies: 27
Views: 6840

Re: Inserters

For me the problem with belts versus bots is trying to build something like an 8x8 beaconed green circuit layout that scales to a reasonable length (So most of the beacons are affecting 8 assemblers). Blue belts just don't have enough throughput, and there just isn't enough room for enough extra be...
by McDuff
Wed Mar 21, 2018 12:21 pm
Forum: Ideas and Suggestions
Topic: Buffing Belts: Hacked Lane-Balancing Splitters
Replies: 2
Views: 1284

Re: Buffing Belts: Hacked Lane-Balancing Splitters

Already been suggested a bunch of times, but +1 anyway.
by McDuff
Wed Mar 21, 2018 12:19 pm
Forum: Ideas and Suggestions
Topic: Circuit network: Electricity producer connection
Replies: 8
Views: 2896

Re: Circuit network: Electricity producer connection

+1

In general, I am in favour of anything which exposes more info to the circuit network and gives more granular control over managing your factory.
by McDuff
Wed Mar 07, 2018 12:03 pm
Forum: Ideas and Suggestions
Topic: Separate signals to/from red and green wires
Replies: 79
Views: 24301

Re: Separate signals to/from red and green wires

Lots of people have explained why this kind of change a) opens up new ways of working, b) makes certain common tasks doable without having to resort to multi-combinator setups. "I can do what I want already" doesn't really answer this.
by McDuff
Wed Mar 07, 2018 10:07 am
Forum: Ideas and Suggestions
Topic: Block rail section based on train condition
Replies: 18
Views: 6904

Re: Block rail section based on train condition

Could you do this with circuit entities and signals? EG, a combinator type thing which reads the properties of the train in a given signal block - train name/id, composition, contents, fuel level etc. Link that to signals and/or stations ahead in order to set them to on/off. That might even be modda...
by McDuff
Wed Mar 07, 2018 10:00 am
Forum: Outdated/Not implemented
Topic: Set chain signals to red via circuit network
Replies: 95
Views: 31564

Re: Set chain signals to red via circuit network

Also, being able to read chain signals (including which ones are on blue) could open up some really interesting programming possibilities. Probably. Can't think of any right now but this is factorio and I'm sure someone will do something fascinating with that functionality :D
by McDuff
Fri Feb 23, 2018 12:52 pm
Forum: Ideas and Suggestions
Topic: Circuit Network Tokens
Replies: 10
Views: 2925

Re: Circuit Network Tokens

mrvn wrote:Seems like a trivial mod.

Simply add a bunch of recipes "1 Plastic -> 0 Token", "1 Plastic -> 1 Token".

Personally I like using fish as tookens.
Yeah, this. Maybe take it as a chance to put a toe into mod development for the first time? :D
by McDuff
Fri Feb 23, 2018 12:50 pm
Forum: Implemented Suggestions
Topic: Research Requirement Suggestion
Replies: 17
Views: 5320

Re: Research Requirement Suggestion

One of the worst tendencies of game players is to cry "dumbing down!!!" at a change to make things more easily readable and undertandable. If the information is already there, and there's no in-game reason to make getting it challenging, surfacing that information and enabling the player t...
by McDuff
Fri Feb 23, 2018 12:24 pm
Forum: Ideas and Suggestions
Topic: Extend logic combinator functionality
Replies: 6
Views: 2058

Re: Extend logic combinator functionality

Yeah, an "else" doesn't really add much to a GUI.
by McDuff
Fri Feb 23, 2018 11:39 am
Forum: Ideas and Suggestions
Topic: Advanced Circuit Networks + Combinators
Replies: 6
Views: 4103

Re: Advanced Circuit Networks + Combinators

Something else that would be handy with separable outputs - being able to connect to an assembling machine (or chemical plant or oil refinery) and have it output "products" on one wire and "ingredients" on another. At the moment I use a mod that adds combinators to do this. To me...
by McDuff
Fri Feb 23, 2018 11:28 am
Forum: Ideas and Suggestions
Topic: Advanced Circuit Networks + Combinators
Replies: 6
Views: 4103

Re: Advanced Circuit Networks + Combinators

I appreciate that, but a) shrinking things down and making them faster is already accepted as part of the tech progression - fast inserters, steel furnaces, red and blue belts etc can't do anything that the predecessor's can't do, they just do more of it in a given space. b) several aspects of this ...
by McDuff
Fri Feb 23, 2018 11:15 am
Forum: Ideas and Suggestions
Topic: Extend logic combinator functionality
Replies: 6
Views: 2058

Re: Extend logic combinator functionality

Making things smaller is a valid tech tree level of progression in my view. After all, you can make any number of iron plates with stone furnaces and yellow belts, so why do you need blue belts and electric furnaces with speed modules? You can "already do it" with existing technology. Fact...
by McDuff
Wed Feb 21, 2018 1:58 pm
Forum: Ideas and Suggestions
Topic: Advanced Circuit Networks + Combinators
Replies: 6
Views: 4103

Advanced Circuit Networks + Combinators

TL;DR Higher levels of circuit wiring and multi-function combinators, based on and expanding on ideas here and here . What? As technology in "the real world" improves, you get both increased capacity and miniaturisation. Electronics get faster, denser, and smaller. I propose a similar kin...
by McDuff
Tue Feb 20, 2018 6:04 pm
Forum: Ideas and Suggestions
Topic: Circuit Network Tokens
Replies: 10
Views: 2925

Re: Logic Network Tokens

You're talking about a "disk" of some description, it sounds like. Something that stores a state and can be read out? Like a portable constant combinator? So, if I'm understanding right, this disk would have "wood=100" or "red=1" stored on it, and this would be added to...
by McDuff
Tue Feb 20, 2018 3:20 pm
Forum: Implemented Suggestions
Topic: Deconstruction Book
Replies: 27
Views: 10045

Re: Deconstruction Book

+1

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