Search found 132 matches
- Sun Aug 09, 2020 10:36 am
- Forum: Implemented in 2.0
- Topic: Fix Landfill Blueprinting
- Replies: 23
- Views: 5912
Re: Blueprints with entities on top of landfill should not need to be placed more than once when building on water.
Depends what you want; there may be some situations where one of these is better than the other. Like the one I suggested lets you include landfill only under the sections of the blueprint that you want to have built on water, and not on other pieces (like walls and turrets are likely unnecessary o...
- Sat Aug 01, 2020 6:40 am
- Forum: Implemented in 2.0
- Topic: Fix Landfill Blueprinting
- Replies: 23
- Views: 5912
Re: Blueprints with entities on top of landfill should not need to be placed more than once when building on water.
https://forums.factorio.com/viewtopic.php?f=6&t=57981 I think this is actually a better solution. Depends what you want; there may be some situations where one of these is better than the other. Like the one I suggested lets you include landfill only under the sections of the blueprint that you...
- Fri Jul 31, 2020 6:15 pm
- Forum: Implemented in 2.0
- Topic: Fix Landfill Blueprinting
- Replies: 23
- Views: 5912
Blueprints with entities on top of landfill should not need to be placed more than once when building on water.
Basically landfill ghosts should have entity ghosts on top of them so the blueprint doesn't need to be placed multiple times when building over water.
See discussion and video on this reddit thread: https://www.reddit.com/r/factorio/comme ... ts_should/
See discussion and video on this reddit thread: https://www.reddit.com/r/factorio/comme ... ts_should/
- Sat Apr 25, 2020 1:37 pm
- Forum: Ideas and Suggestions
- Topic: Add inventory blinking also for chest transfers
- Replies: 5
- Views: 1147
Re: Add inventory blinking also for chest transfers
This sounds like a great idea.
- Sat Apr 25, 2020 1:35 pm
- Forum: Implemented in 2.0
- Topic: Allow placement of water well pumps onto tiles that were previously landfilled
- Replies: 14
- Views: 3610
Allow offshore pumps to be built on landfill
Given that the following are now true: Landfill is a separate tile type than regular ground. Offshore pumps can be built on landfill if the pump is built on shore and then the shore is landfilled in (becoming a Water Well Pump). I would suggest that to simplify pump related blueprints the Offshore P...
- Wed Apr 22, 2020 6:02 am
- Forum: Not a bug
- Topic: Rotational Asymetry - Different behavior depending on direction blueprint is placed
- Replies: 6
- Views: 2003
Re: Rotational Assymetry - Different behavior depending on direction blueprint is placed
I was referred to this thread , and I agree it seems to be fluid flow unfortunately :( . I tried removing all the pipes on one of the instances that doesn't behave as expected and replacing them all going from the pumpjack outwards, and it didn't seem to make a difference. I then tried the same with...
- Wed Apr 22, 2020 5:42 am
- Forum: Not a bug
- Topic: Rotational Asymetry - Different behavior depending on direction blueprint is placed
- Replies: 6
- Views: 2003
Rotational Asymetry - Different behavior depending on direction blueprint is placed
What I have two blueprints for making rocket fuel which I have designed for this UPS Optimization Challenge . The blueprints contain offshore pumps placed on land, and may require a mod that allows that in order to work correctly. The blueprints are identical except that the pumpjack needs to be in...
- Fri Mar 20, 2020 3:21 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 89642
Re: Friday Facts #339 - Beacon HR + Redesign process
Have you considered the idea of coloring the beacon (or maybe the lightning?) based on the type of module inside the beacon? Or maybe split the colors if there is more than one type of module?
- Fri Jan 24, 2020 7:26 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 62711
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Any thoughts on whether the pathfinder changes had addressed this particular issue: viewtopic.php?f=29&t=67034
I might have to fire up 0.18 and test it to see if it still happens .
I might have to fire up 0.18 and test it to see if it still happens .
- Fri Dec 13, 2019 6:15 am
- Forum: Not a bug
- Topic: [0.18.0] Fish prevent water tiles from being filled in in editor
- Replies: 2
- Views: 731
- Fri Dec 13, 2019 4:39 am
- Forum: Not a bug
- Topic: [0.18.0] Fish prevent water tiles from being filled in in editor
- Replies: 2
- Views: 731
[0.18.0] Fish prevent water tiles from being filled in in editor
As can be seen in this video, filling in water tiles in the editor mode in 0.18.0 when fish are present results in the water not being filled in. This is annoying, and fish should be auto-removed in this situation.
I've attached my save, though this should occur in any savegame.
I've attached my save, though this should occur in any savegame.
- Sat Dec 07, 2019 9:56 pm
- Forum: Ideas and Suggestions
- Topic: Add a way for players to see the path cost of a specific rail path in game.
- Replies: 3
- Views: 1331
Re: Add a way for players to see the path cost of a specific rail path in game.
Agreed, this would be useful for the reasons Stevetrov outlined above. Would have been convenient for some of the other weird issues I encountered when designing some train routing systems in the past.
- Mon Nov 11, 2019 7:50 pm
- Forum: Implemented Suggestions
- Topic: Saved research progress should be shown before continuing research
- Replies: 18
- Views: 5906
Show progress of partially researched techs
If I switch technologies that I am researching (because I ran out of a science pack I needed, say) there isn't any way to tell whether or not one of them is partially researched until I select it and hit "Start Research". Perhaps the icons could include a progress bar or something, or a mo...
- Thu Nov 07, 2019 4:36 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 100
- Views: 36111
Re: UPS Wars 3 - Electronic Circuits
Has anyone considered having a train long enough to be loaded by multiple patches? Load e.g. 4 wagons per patch then advance the train by 4 wagons and repeat till it's all full. Or have lots of locomotives to fill the gap between patches or simply leave cars empty. I do not think this would help. T...
- Tue Nov 05, 2019 2:57 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 100
- Views: 36111
Re: UPS Wars 3 - Electronic Circuits
Nice work DaveMcW. Just waiting to beat us all until things had stagnated a bit .
- Tue Nov 05, 2019 2:47 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 100
- Views: 36111
Re: UPS Wars 3 - Electronic Circuits
Nice work quyxkh! That last trains one looks really good in the video. Clever idea to clock the trains to pickup at the right time instead of doing the factories. I wonder if there's potential additional UPS/train savings to be had by having the train loop go like this: Copper Pickup Copper Dropoff ...
- Sun Nov 03, 2019 6:08 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 100
- Views: 36111
Re: UPS Wars 3 - Electronic Circuits
I'll see if I decide to try and improve mine. At least I'll probably win the "longest trains" category .
- Sat Nov 02, 2019 4:28 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 100
- Views: 36111
Re: UPS Wars 3 - Electronic Circuits
79042.199 ms - knightelite build2.1 - trains - cars_sleeping One problem I can see with your save is the left copper smelting train tries to leave the station, but is stuck at a red signal. This prevents all the copper ore inserters from going to sleep. Thanks, I'll take a look. Biggest problem I c...
- Sat Nov 02, 2019 3:25 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 100
- Views: 36111
Re: UPS Wars 3 - Electronic Circuits
Turns out that trains build I posted has terrain generation happening in it, which consumes quite a bit of compute time. Here's a new one without terrain that should show some improvement. Steve's is probably still faster though.
- Fri Nov 01, 2019 1:09 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 100
- Views: 36111
Re: UPS Wars 3 - Electronic Circuits
Second submission from me, all trains all the time! Needs some tuning now I guess, since quyxkh is destroying me still. Since I have a lot more cars now (960 as compared to 80 in my previous map), the cars sleeping makes a much larger performance difference. https://cdn.discordapp.com/attachments/57...