Search found 472 matches

by coppercoil
Tue Oct 29, 2019 9:13 pm
Forum: Implemented Suggestions
Topic: Quick fix to evacuate left over liquids from pipes
Replies: 9
Views: 1971

Re: Quick fix to evacuate left over liquids from pipes

Sounds horrible. You can't carry fluids around so you would have to barrel them and then place an unbarreling pump somewhere and flood the pipe. And then you have a pipe filled with cleaner fluid. Souds like "not a quick solution for the user"? Sounds good. This is why I love Factorio. An...
by coppercoil
Mon Oct 28, 2019 5:49 pm
Forum: Implemented Suggestions
Topic: Quick fix to evacuate left over liquids from pipes
Replies: 9
Views: 1971

Re: Quick fix to evacuate left over liquids from pipes

How about a special "cleaner" fluid? It would "anihilate" any other fluid on contact. It would be damn expensive. It would be a headache to deliver it into location of accident. Maybe even it would have limited shelf life. Sounds good :mrgreen:
by coppercoil
Mon Oct 28, 2019 9:21 am
Forum: Implemented Suggestions
Topic: Make save game overwrites less dangerous
Replies: 91
Views: 32192

Re: Make save game overwrites less dangerous

I'd like to support a change in this direction. One savegame (exchange string) should not - by default - overwrite the savegames of another. It looks like simple and effective solution. I think such override could be possible with an additional warning window "are you really really really sure...
by coppercoil
Fri Oct 25, 2019 10:20 pm
Forum: Gameplay Help
Topic: Help with train in station
Replies: 5
Views: 1657

Re: Help with train in station

You can add an extra condition to the train schedule: AND time passed (30s). Depart signal will be ignored for that time and train will have enough time to unload, thereby turning off that signal.
by coppercoil
Thu Oct 24, 2019 8:00 pm
Forum: Ideas and Suggestions
Topic: Light rail
Replies: 16
Views: 4336

Re: Light rail

Cribbit wrote: ↑
Thu Oct 24, 2019 7:39 pm
Counting stops as signals, since they are also directional.
No, stops doesn't count as signals. Just tested. Works fine without any signals.
by coppercoil
Thu Oct 24, 2019 7:18 pm
Forum: Ideas and Requests For Mods
Topic: Mod to log circuit signals into the file
Replies: 7
Views: 1401

Re: Mod to log circuit signals into the file

Great! It works 8-)

How to stop it? :mrgreen:
by coppercoil
Thu Oct 24, 2019 5:14 pm
Forum: Implemented Suggestions
Topic: Quick fix to evacuate left over liquids from pipes
Replies: 9
Views: 1971

Re: Quick fix to evacuate left over liquids from pipes

That only works for short / non-forked pipes. The pump will take out most but some 0.00001 fluid will move around the pipes taking random (or predictable / build order dependent?) forks and never end up in the pump. You're right. Small mistakes are easy to fix. Big mistakes makes big pain :mrgreen:...
by coppercoil
Thu Oct 24, 2019 5:51 am
Forum: Ideas and Requests For Mods
Topic: Mod to log circuit signals into the file
Replies: 7
Views: 1401

Re: Mod to log circuit signals into the file

DaveMcW wrote: ↑
Thu Oct 24, 2019 2:46 am
Thank you for this listing, and... what to do next? I've never run any code in Factorio before. Give me please further instructions or some topic to read.
by coppercoil
Wed Oct 23, 2019 8:46 pm
Forum: Ideas and Requests For Mods
Topic: Mod to log circuit signals into the file
Replies: 7
Views: 1401

Mod to log circuit signals into the file

I want to log several signals from circuit network into the file in every tick. Maybe someone could make a mod for this. Why this mod: I develop complex circuit and I have made its algorithmic model outside of Factorio to test various approaches and coefficients, visualize results and dependencies e...
by coppercoil
Mon Oct 21, 2019 6:06 pm
Forum: Implemented Suggestions
Topic: Quick fix to evacuate left over liquids from pipes
Replies: 9
Views: 1971

Re: Quick fix to evacuate left over liquids from pipes

1. Isolate problematic pipeline segment.
2. Connect the pipe to storage tank via pump.
3. Wait 10 second or so.
4. Destroy the tank.
5. Profit.
by coppercoil
Sun Oct 20, 2019 1:56 pm
Forum: Ideas and Suggestions
Topic: Use 64-bit integers for signals
Replies: 20
Views: 6473

Re: Use 64-bit integers for signals

I want 64b arithmetic too. My numbers are not so big, but I use various mathematical formulas and sometimes there are large intermediate results inside.
by coppercoil
Sun Oct 20, 2019 1:44 pm
Forum: Ideas and Suggestions
Topic: Add a logarithmic display option for production/consumption graph.
Replies: 16
Views: 6690

Re: Add a logarithmic display option for production/consumption graph.

Despite our brains are working more on a logarithmic scale, I find it very difficult to read a logarithmic graph. I can understand it, but it needs significant effort and continuous translation, whereas regular linear scale reads by itself. As long as default graphs are linear and people choose exp...
by coppercoil
Mon Oct 14, 2019 4:58 pm
Forum: Off topic
Topic: How old are the players of Factorio
Replies: 62
Views: 64553

Re: How old are the players of Factorio

Koub wrote: ↑
Mon Oct 14, 2019 3:20 pm
That's close to 17h45, on average, per day, every day, for the whole year. It's insane :)
You can leave the game running overnight 8-). White science mining gives much more fun than altcoin mining :mrgreen:
by coppercoil
Sun Oct 13, 2019 8:58 pm
Forum: Ideas and Suggestions
Topic: Have pumps be able to measure throughput
Replies: 5
Views: 1818

Re: Have pumps be able to measure throughput

Pump moves: 200 u on first tick 80 u on 2nd tick 100 u after that My experiments shows that pump fluid dynamics is slightly more complex. Once pump has stopped, it needs to sleep at least 3-4 ticks to be able to restart by "standard" sequence. If we have 1 tick delay, pump moves: 200 80 1...
by coppercoil
Sat Oct 12, 2019 9:42 am
Forum: News
Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Replies: 65
Views: 30502

Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters

Non-colliding biters looks good. How about a mix of biters and spitters? Will biter run through a spitter that just stopped to spit?
How about different sizes of biters that attact with different speed, will they run through each other?
by coppercoil
Sat Oct 12, 2019 8:54 am
Forum: Gameplay Help
Topic: Flamethrower turret - Heavy or light oil?
Replies: 5
Views: 3943

Re: Flamethrower turret - Heavy or light oil?

Wiki says light oil gives +5% damage comparing to heavy oil. I think 1/20 difference is negligible. Just look at this proportion: ooooooooooooooooooox. Compare β€œx” to β€œo”. It is not worth to bother, use any of them and boost Refined flammables research. I use crude oil, and I'm happy.
by coppercoil
Tue Oct 08, 2019 5:52 pm
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 43
Views: 12870

Re: Power switches should be 1x1

Deadlock989 wrote: ↑
Tue Oct 08, 2019 10:51 am
Does it come with a magnifying glass?
Do you need a magnifying glass to see pixels in the display?
by coppercoil
Fri Sep 20, 2019 6:30 am
Forum: Not a bug
Topic: [0.17.65] Splitters combines unevenly
Replies: 8
Views: 2973

Re: [0.17.65] Splitters combines unevenly

The standard 4>>4 balancer, you show in the picture, is not input balanced. Never was. It's input balanced, output balanced and throughput unlimited, three in one. I'll not dispute about this, it works and I use it for ages. nother thing is, I don't see how the inserters simulate uneven consumption...
by coppercoil
Thu Sep 19, 2019 7:46 pm
Forum: Releases
Topic: Version 0.17.69 - Stable 1
Replies: 45
Views: 33282

Re: Version 0.17.69

FactorioBot wrote: ↑
Thu Sep 19, 2019 3:29 pm
  • Fixed splitter input flipping mechanism. (74273)
It seems this splitter bug is fixed too. Now balancers are great again :mrgreen:

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