Search found 361 matches

by adam_bise
Mon Feb 14, 2022 5:03 am
Forum: Gameplay Help
Topic: Bug? - Deconstruction Flag Removed
Replies: 7
Views: 2295

Re: Bug? - Deconstruction Flag Removed

Yes, first thing I did was place the BP. It is very large, I placed on the map, right over trees, cliff, biter nests. Then I kill all of the biter nest. I did notice ghost were not placed under biter nests, so I replaced it again. Then I set fire to the trees, laid some track, power and roboports. W...
by adam_bise
Mon Feb 14, 2022 12:52 am
Forum: Gameplay Help
Topic: Power Switched Roboport
Replies: 3
Views: 1391

Re: Power Switched Roboport

Gates are a possibility. They do have the same HP and resists as walls. My dilemma is that I switch off the entire outpost via https://forums.factorio.com/viewtopic.php?f=18&t=91430&p=521232&hilit=wake+on+flamethrower#p521232 If I use a roboport to count bots as the detector, then it wil...
by adam_bise
Mon Feb 14, 2022 12:26 am
Forum: Gameplay Help
Topic: Bug? - Deconstruction Flag Removed
Replies: 7
Views: 2295

Re: Bug? - Deconstruction Flag Removed

Funny thing is, the ones that were unmarked are the ones that were automatically marked by the blueprint.

Assuming this is time related. The other trees I later marked for decon explicitly. Are they going to be unmarked soon as well?

How can I increase or disable this limit?
by adam_bise
Mon Feb 14, 2022 12:23 am
Forum: Gameplay Help
Topic: Bug? - Deconstruction Flag Removed
Replies: 7
Views: 2295

Bug? - Deconstruction Flag Removed

I placed a large blueprint in a sea of tree, set the trees on fire, built a power station, built roboports and they started building the ghosts.

Then I notice that a great deal of trees are no longer marked for deconstruction.

Is there some sort of time limit for this?
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by adam_bise
Sun Feb 13, 2022 11:38 pm
Forum: Gameplay Help
Topic: Power Switched Roboport
Replies: 3
Views: 1391

Power Switched Roboport

Hello. I am looking for ways to detect ghost and damaged entities for the purpose of power switching on a roboport.

The detection method should not include another roboport.

Any idea?
by adam_bise
Fri Feb 11, 2022 3:43 am
Forum: Combinator Creations
Topic: Kovarex enrichment process (fully beaconed, tileable, only requires U-238 to work after first cycle)
Replies: 5
Views: 9783

Re: Kovarex enrichment process (fully beaconed, tileable, only requires U-238 to work)

Hmm, this one doesn't need to be manually primed and is 25 tiles smaller. Not quite as fast. I think your middle stack inserter was mistakenly set to 1 stack size override. 3.png 0eNqlmO2SqjAMhu+lv2GHFhDwVs44O6hZt7PQMqXs6Djc+wniQQ9UoeWX8pWnSd4khSvZFw1UigtNtlfCD1LUZPvnSmp+EnnRndOXCsiWcA0l8YjIy+6oUbng...
by adam_bise
Thu Feb 10, 2022 8:42 pm
Forum: Ideas and Suggestions
Topic: Start game with robo-helper
Replies: 5
Views: 1487

Re: Start game with robo-helper

Love this idea. I've always wanted a slow ground based bot early on. I do like those mods, but they spawn at your feet like personal construction bots, and are more of an early alternative to personal construction bots. I was thinking more like a static compilatron that is placable and minable, take...
by adam_bise
Tue Feb 08, 2022 9:24 pm
Forum: Gameplay Help
Topic: fuel per unit for trains
Replies: 8
Views: 2167

Re: fuel per unit for trains

I put a chest with 3 slots open at each position, and put in a condition that requires the signal from the fuel chests are full and there is no activity. Then I either filter the wagons so they don't get fuel, or read the train to signal T and enable the non-fuel inserter with T > 0 on non refueling...
by adam_bise
Mon Feb 07, 2022 9:09 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Flow Routers - UTU balancers without the balance
Replies: 12
Views: 8379

Re: Flow Routers - UTU balancers without the balance

Scarab wrote:
Sat Nov 20, 2021 7:59 pm
Image
What is the purpose of the priorities here? How would this differ in terms of throughput if the priorities were removed?
by adam_bise
Mon Feb 07, 2022 8:19 pm
Forum: Ideas and Suggestions
Topic: Show connected fluid boxes in the Fluid system GUI
Replies: 2
Views: 773

Re: Show connected fluid boxes in the Fluid system GUI

Assuming this is related to https://forums.factorio.com/viewtopic.php?f=18&t=101528 If I understand this correctly. The whole confusion is caused by the 2 seemingly separate inputs on a chemical plant are actually considered "connected" if the input types are the same? Regardless of th...
by adam_bise
Sat Feb 05, 2022 7:35 pm
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 114
Views: 150162

Re: Digital Display, Yay!

Here's the same display applied to train stops for a radar-free map display. 0.png 0eNrtWtFumzAU/ZXJ0t7Iho0NJure9gl7m6qIJG5qiQAyplpV8QH7i33bvmR2WEkwbmMTKQvSVKkpDhxf33Pvub41L2CdN6wSvJBg+QL4pixqsPz+Amq+K7Jcj8nnioEl4JLtQQCKbK+vpMh4sahlWYE2ALzYsh9gCdv7ALBCcslZh3K4eF4VzX7NhLrB9nwAqrJWj5SFnk3BLBCKAvCs/oBp...
by adam_bise
Tue Feb 01, 2022 3:31 pm
Forum: Ideas and Suggestions
Topic: Active Quickbars Increase / Decrease Hotkey
Replies: 2
Views: 694

Re: Active Quickbars Increase / Decrease Hotkey

Thanks for that, but I would still need access to at least one quickbar for grenades, fish, and the like. Is it possible to adjust settings with a mod I wonder?
by adam_bise
Sat Jan 29, 2022 5:43 pm
Forum: Ideas and Suggestions
Topic: Active Quickbars Increase / Decrease Hotkey
Replies: 2
Views: 694

Active Quickbars Increase / Decrease Hotkey

I like the quickbars, they are very versatile and useful. I just wish there was a keyboard shortcut to increase / decrease active quickbars.

This would be useful when exploring south and you want to quickly minimize the stack of quickbars so you can see biter nests easier.
by adam_bise
Thu Jan 27, 2022 4:17 pm
Forum: Ideas and Suggestions
Topic: Make landfilled tiles/ground absorb polution
Replies: 4
Views: 1594

Re: Make landfilled tiles/ground absorb polution

https://mods.factorio.com/mod/tiles-absorb-pollution

Enables pollution absorption for all tiles. I felt like there should never be a scenario where pollution would persist indefinitely.
by adam_bise
Mon Jan 24, 2022 8:39 pm
Forum: Railway Setups
Topic: Trains enter multi-stop sequence without skipping first
Replies: 0
Views: 1633

Trains enter multi-stop sequence without skipping first

Created this system to have multiple trains that can begin a multi-position sequence via disabling first stop and without skipping the first stop. Required stop is to the right of picture. When the combinator is activated, the first train will begin the sequence, followed by the 2nd, etc. fs.png 0eN...
by adam_bise
Fri Jan 07, 2022 7:50 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Compilatron Construction Companion
Replies: 4
Views: 1867

Re: [Request] Compilatron Construction Companion

I do like the Updated Construction Drones. However, I was thinking more of a static compilatron that doesn't spawn like personal construction bots. It would be dumb, slow, run on burnables, and only move to a nearby blueprint and build from items in its trunk. I said "follow you around" in...
by adam_bise
Fri Jan 07, 2022 7:20 pm
Forum: Outdated/Not implemented
Topic: Click & Drag build should follow ghosts
Replies: 3
Views: 1603

Re: Click & Drag build should follow ghosts

If the initial click is an item on its own ghost, then dragging should only build for subsequent ghosts...
by adam_bise
Tue Jan 04, 2022 4:58 pm
Forum: Modding help
Topic: place_as_tile = noise expression?
Replies: 0
Views: 534

place_as_tile = noise expression?

Is it possible to invoke a noise expression during place_as_tile?

What I am trying to do is create a new item like stone bricks but instead of placing an artificial path it redraws the default tile from the map seed. Is this possible?

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