Search found 236 matches
- 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.
- 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...
- 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...
- 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 ...
- 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...
- 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.
- 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.
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.
- 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.
- 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...
- 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
- Fri Feb 23, 2018 12:52 pm
- Forum: Ideas and Suggestions
- Topic: Circuit Network Tokens
- Replies: 10
- Views: 2925
Re: Circuit Network Tokens
Yeah, this. Maybe take it as a chance to put a toe into mod development for the first time?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.
- 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...
- 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.
- 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...
- 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 ...
- 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...
- Wed Feb 21, 2018 3:55 pm
- Forum: Ideas and Suggestions
- Topic: Zooming and scrolling in blueprint dialog
- Replies: 6
- Views: 2825
- 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...
- 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...
- Tue Feb 20, 2018 3:20 pm
- Forum: Implemented Suggestions
- Topic: Deconstruction Book
- Replies: 27
- Views: 10045