Search found 236 matches
- Sat Mar 21, 2020 5:36 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 99962
Re: Friday Facts #339 - Beacon HR + Redesign process
I think the thing about "effect transmission" is that this design is fine for "magically transmits effects through the air" and that kind of conflicts with the existing aesthetic, which is perhaps because (as has been said) effect transmission is kind of a weird mechanic for fact...
- Sat Mar 21, 2020 12:43 am
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 99962
Re: Friday Facts #339 - Beacon HR + Redesign process
I wonder if non-stacking beacons is moddable.... There's a mod called "Beacon Interference" which does that. I'd quite like to see a fresh approach to the beacon mechanic in general. Non-overlapping, or cable transmission. Something to make the "effect transmission" mechanic wor...
- Sat Mar 21, 2020 12:38 am
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 99962
Re: Friday Facts #339 - Beacon HR + Redesign process
I like the way some mods have re-adapted beacons into "racks" that aim to expand the functions of a very limited number of machines or even just one. Like adding modules, but modules that take up physical space. Then you upgrade the "rack". The precise opposite mentality to othe...
- Fri Mar 06, 2020 11:12 am
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 142925
Re: [0.12] Bugs, crashes & other issues
Blueprint string for 2 lane: 0eNqVkt2KgzAQhd9lrpOircY2r7IsJdrBDsQoMV1WJO/eGJfS0hTWu/ydb+aczAy1vuFgyTiQM1DTmxHk1wwjtUbp5cxNA4IEctgBA6O6ZWcVafAMyFzwF2TuvxmgceQIV33cTGdz62q04cFDObqgba+ORwSDoR+DqjdLqUAqGEwg996zN8b+vwwuPkMOLxZ4c1Vk+J/ZN1C5KyOJZ7symL2QxWa9LhLoYpvHLNVe+WDU1HLUoZ6lhg+9xoTPfO0uT5HExrSS7VSvaX...
- Tue Mar 03, 2020 12:26 am
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 142925
Re: [0.12] Bugs, crashes & other issues
I have an issue with rail signals only being placed on the rail I'm driving on. This happens on vertical and horizontal, but not diagonal rails, where signals are placed just fine. The rails are placed down, but I only get signals on one rail - this is true for 2 lane and 4 lane blueprints I've tried.
- Sat Feb 15, 2020 12:38 pm
- Forum: News
- Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
- Replies: 57
- Views: 28280
Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect
Can combat robots be deployed like logistic robots...? Pretty please...?
- Wed Oct 30, 2019 12:33 pm
- Forum: Mods
- Topic: [0.17] [WIP Mod] Extremely useful combinators
- Replies: 4
- Views: 2414
Re: [Proof of Concept / Very very early version] Composite combinators / Extremely useful combinators
Looks interesting, will follow.
- Sat Oct 19, 2019 12:24 am
- Forum: Ideas and Suggestions
- Topic: Logistics robots should not remove repair packs from roboports
- Replies: 13
- Views: 4076
Re: Logistics robots should not remove repair packs from roboports
As others have said: Roboports have slots for repair packs so they don't have to drop off the repair packs somewhere before going back into the roboport. Robots can also grab repair packs from other roboports so they don't get stuck in a situation where one roboport has 500 repair packs and 0 robot...
- Mon Sep 23, 2019 8:04 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 400242
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
Is it worth giving this mod its own subforum? It would be nice to have some discussion threads about builds and blueprints that don't ping Deadlock's phone when we post.
- Sun Sep 22, 2019 2:45 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 400242
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
The gravel/ore flooring seems to blend into the new landfill texture rather than having the neat edges it has on other kinds of flooring. Is this intended behaviour? No. Landfill tiles have been in the game for, what, four days? They didn't exist when I added the gravel flooring. I need to fix the ...
- Sun Sep 22, 2019 12:49 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 400242
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
The gravel/ore flooring seems to blend into the new landfill texture rather than having the neat edges it has on other kinds of flooring. Is this intended behaviour?
- Fri Sep 20, 2019 9:03 am
- Forum: Ideas and Suggestions
- Topic: One Wire for control circuits, colours as channels
- Replies: 12
- Views: 3492
Re: One Wire for control circuits, colours as channels
This is a good point. A potential workaround for this would be to include a "local loopback" output which feeds the output of a combinator back to the input and only applies within the domain of the combinator itself. Something like this? factorio expanded circuit ui.jpg What I definitely ...
- Thu Sep 19, 2019 9:34 am
- Forum: Ideas and Suggestions
- Topic: One Wire for control circuits, colours as channels
- Replies: 12
- Views: 3492
Re: One Wire for control circuits, colours as channels
I expect that assignment could be done in much the same way that you pick signals now - click on a box and select the colour. I would also suggest that devices have some kind of light on the outside that shows which channels they're on by changing colour. At present the connection box has different ...
- Thu Sep 19, 2019 9:07 am
- Forum: Ideas and Suggestions
- Topic: One Wire for control circuits, colours as channels
- Replies: 12
- Views: 3492
One Wire for control circuits, colours as channels
TL;DR Replace "Red Wire" and "Green Wire" with "data cable," allow setting channels for signals as colours. What ? Circuits are often difficult to visually read in combinator layouts, and anything that requires multiple inventory signals can require vast amounts of com...
- Tue Sep 17, 2019 1:34 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 400242
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
... And otherwise I totally agree, in 20hours + of playing this mod I have not disassembled once even... Well, i did. Its cool to be able to recycle stuff, that gives you a good feeling not to waste. But it turns yout a lot of stuff you get from the disassembler you cnanot put to use anymore. Coppe...
- Mon Sep 16, 2019 8:33 am
- Forum: Ideas and Suggestions
- Topic: Vehicle recall/return to home command
- Replies: 2
- Views: 1230
Re: Vehicle recall/return to home command
Having an option to get the vehicle to come to you (taking care of waypathing / enemy spawns) or a return to base command would be nice. I do remember a mod that had C&C style mining with vehicles and could go to the mine field and come back to the 'garage', so this is technically feasible. I'v...
- Tue Sep 10, 2019 8:17 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 400242
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
Going to try moving away from early burner spaghetti to a bus. What do people reckon are good bus lanes? (Late Bronze/Early Iron)
- Mon Sep 09, 2019 8:56 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 400242
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
Just came to ask where to find rubber trees, I see that the RNG is kind of a dick about that sometimes. Am getting mauled by biters looking for them but I'll perservere. Would be good if they could be put in the starting area with a bit more frequency, maybe? ETA or maybe make the clumps/groves bigg...
- Fri Aug 30, 2019 10:56 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 400242
Re: [MOD 0.17+] Industrial Revolution (WIP)
- Thu Aug 29, 2019 3:54 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 400242
Re: [MOD 0.17+] Industrial Revolution (WIP)
That makes sense, I guess I'll play with it and see what kinds of designs end up being needed. I like Shaun's experimental stacking because you can get the same output with far fewer entities, which is obviously nicer for CPU.