Search found 360 matches

by adam_bise
Mon Mar 25, 2019 3:34 pm
Forum: Ideas and Suggestions
Topic: Blueprint Editor Shift Drag Box / Rectangle selection in Blueprint Editor
Replies: 4
Views: 1912

Blueprint Editor Shift Drag Box / Rectangle selection in Blueprint Editor

Allow shift dragging to draw a box instead of drawing directly when disabling and restoring blueprint items.

When editing out tiles in a non-square formation, it can be tedious.
by adam_bise
Sat Mar 23, 2019 1:07 am
Forum: Combinator Creations
Topic: Logistics Router
Replies: 5
Views: 6042

Re: Logistics Router

Hello, it looks very nice, congratulations and thanks for sharing. A lot of time to develop such a system eh? xD worst is debugging :mrgreen:. I have developped similar system to request different materials into buffers from the same train stations. So i did a order booking system for the buffer th...
by adam_bise
Tue Mar 19, 2019 11:42 pm
Forum: Gameplay Help
Topic: Multiple Spawns?
Replies: 2
Views: 1169

Re: Multiple Spawns?

Disregard, I was able to get what I wanted via the built in PVP scenario.

Thanks anyway!
by adam_bise
Tue Mar 19, 2019 7:08 pm
Forum: Gameplay Help
Topic: Multiple Spawns?
Replies: 2
Views: 1169

Multiple Spawns?

I noticed in FFF 282 that you can have multiple spawn points in a multiplayer map, but how do you create such a scenario?

I tried using the scenario editor and created separate forces with spawn points, but when I host the scenario it wants to use the player spawn point.

Any suggestions?
by adam_bise
Mon Mar 18, 2019 4:10 pm
Forum: Ideas and Suggestions
Topic: Roboport train car
Replies: 28
Views: 12180

Roboport Wagon

A wagon that behaves like a personal roboport with a built in accumulator. Charges when within power range. Has logistics radius. Inventory behaves like a buffer chest with request slots. Logi radius "connects" when train is fully stationed. Has 2 entry points, 2x5 inventory and 2x1 bot sl...
by adam_bise
Sun Mar 10, 2019 2:11 am
Forum: Implemented in 2.0
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 89
Views: 42820

Re: BPs with landfill / building on water: two ideas for greatly improving the user experience

Note that when you create blueprints there is a little check box to include tiles. No need to create landfill ghosts, including tiles will place landfill ghosts when you put down the blueprint. Doesn't work with walkways, like stone, wood, asphalt though as they can't be placed on water and the lan...
by adam_bise
Sat Mar 09, 2019 5:11 pm
Forum: Technical Help
Topic: Headless lag vs Windows Server
Replies: 0
Views: 404

Headless lag vs Windows Server

I feel like I am missing something. A friend and I have been playing on various setups and every time the remote user starts to get unplayable lag. Like server not responding every 5 seconds and constant rubber bands. The weird thing is, when we switch to windows server the problem goes away. This h...
by adam_bise
Sat Mar 09, 2019 4:38 pm
Forum: Ideas and Suggestions
Topic: [0.15] make temp. av. perf. etc available to circuit net
Replies: 12
Views: 3046

Re: Make temperature of turbines/heat exchangers readable by the circuit network

I dont understand why you cant do this already. It is essential for accurate reactor control.
by adam_bise
Sat Mar 09, 2019 4:31 pm
Forum: General discussion
Topic: Feed back from a 11y old kid
Replies: 3
Views: 2460

Re: Feed back from a 11y old kid

You guys have some smart kids. Im 40 and it took me a good bit to get decent. Especially combinators. Even with some digital electronics education, they can be quite difficult to grasp at first. But all of this is why i love the game 😃
by adam_bise
Sat Mar 09, 2019 4:07 pm
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 135
Views: 40543

Re: Roboports should output missing materials to circuit network

Gah... so many overcomplicated proposed solutions in this thread. Just add another radio button and be done with it. roboport1.png This please. It would be nice to wire up a roboport this way and add the signal where needed. Btw i came up with a solution, almost. But you still have to prefetch mats...
by adam_bise
Tue Mar 05, 2019 9:23 pm
Forum: Combinator Creations
Topic: Logistics Router
Replies: 5
Views: 6042

Logistics Router

This is a system to request items back and forth between disjoint logistic networks. It basically reads roboport logistic data and sets requests on requester chests. This was useful for me in belt pathways snaking through biter nests where repair items were needed and to prevent bots from flying ove...
by adam_bise
Thu Feb 28, 2019 8:02 pm
Forum: Releases
Topic: Version 0.17.2
Replies: 50
Views: 34007

Re: Version 0.17.2

Game launch speed was much faster for me in this release, thanks!
by adam_bise
Sat Feb 23, 2019 10:51 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 154930

Re: Friday Facts #283 - Prepare to Launch

Another exciting FFF. Glad to see pollution being tweaked! Looks like I'm going to have to mass decon my belt defense and replace it with train loops =D I'm having visions of frogger, 2 alternating lanes of dual locos about 10 locos apart from each other and how to get such a system up and running w...
by adam_bise
Wed Feb 20, 2019 3:37 pm
Forum: Ideas and Suggestions
Topic: circuit networks..
Replies: 16
Views: 4389

Re: circuit networks..

I disagree. The circuit network is low level for a reason. It is up to the player to design their own solutions. If you want an alphanumeric signal readout for debugging you can always build one. The circuit network leaves so much for the player to accomplish. IMHO it is the best feature of factorio...
by adam_bise
Wed Feb 20, 2019 3:12 pm
Forum: Show your Creations
Topic: Look at my colorful and chaotic factory
Replies: 4
Views: 4473

Re: Look at my colorful and chaotic factory

I like how your trains eek through the mess in the middle.
by adam_bise
Mon Feb 18, 2019 11:55 pm
Forum: Ideas and Suggestions
Topic: Player Power Curve vs Biter Power Curve imbalanced
Replies: 43
Views: 9275

Re: Player Power Curve vs Biter Power Curve imbalanced

I think options for biter difficulty should be available just like the terrain options when creating a map. There are just some things that mods can't fix.. like pollution behavior. The ability to tweak how much pollution is absorbed by spawners would allow pollution to creep past the first few rows...
by adam_bise
Mon Feb 18, 2019 4:05 pm
Forum: General discussion
Topic: Help - Should I be using flamethrower?
Replies: 33
Views: 12515

Re: Help - Should I be using flamethrower?

Light wrote:
Thu Feb 14, 2019 12:02 am
the flamethrower defense is an absolute essential, and my personal favourite.
Mine too. I get flamethrower turrets up ASAP, and use them from then on.

But I typically use crude in the lines so they double as crude supply lines for all of my factories.
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supply.png
supply.png (1.21 MiB) Viewed 2787 times
by adam_bise
Mon Feb 18, 2019 3:23 pm
Forum: General discussion
Topic: Accidentially made 42K repair packs... now what?
Replies: 13
Views: 4232

Re: Accidentially made 42K repair packs... now what?

Send them into space as care packages for the aliens!
by adam_bise
Mon Feb 18, 2019 3:15 pm
Forum: Off topic
Topic: Making memes about Factorio.
Replies: 48
Views: 52143

Re: Making memes about Factorio.

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tw1.png (66.55 KiB) Viewed 7434 times
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by adam_bise
Mon Feb 18, 2019 1:39 am
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 84268

Re: Friday Facts #282 - 0.17 in sight

So exciting!

Is automated blueprint deployment on the radar? Will recursive blueprints work with the new library?

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