Search found 109 matches

by csduff
Thu Oct 03, 2019 8:01 pm
Forum: Ideas and Suggestions
Topic: Adding redprints and greenprints prints to blueprint library
Replies: 13
Views: 1506

Re: Planners: allow saving upgrade/deconstruction planners to the blueprint library

mudcrabempire wrote: ↑
Mon Jul 08, 2019 6:21 am
You aren't. When I started using the new planners I totally tried putting them in my library, fully expecting it to work.
I tried that too. I'm still disappointed that I have to use a slot just to have a rocks and trees only deconstruction planner.
by csduff
Mon Sep 30, 2019 1:44 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1476
Views: 236582

Re: Simple Questions and Short Answers

Does anyone know if there is a way to synchronize research between save games? I have a testing world (cheats enable, infinite chests, infinite energy, etc.) that I mainly use to create blueprints for use in my main playthrough. I would love to be able to ensure that I don't accidentally have access...
by csduff
Fri Sep 27, 2019 6:56 pm
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 23429

Re: Friday Facts #314 - 0.17 stable

I think the belt "planner" would be a good idea....mostly. The only thing I think it should do, though, is place regular belts - no underground - and place them as close to a straight line from A to B as possible with a grid (Any intersecting objects marks that belt as invalid. Do not &qu...
by csduff
Fri Sep 27, 2019 6:50 pm
Forum: Ideas and Suggestions
Topic: Train Visualization Persistance
Replies: 3
Views: 330

Re: Train Visualization Persistance

To clarify, I would like to have a signal's/station's train visualization stay highlighted while a signal is in hand for a few seconds (maybe 5), until the hand is cleared, another signal is highlighted, or the signal is placed.
by csduff
Fri Sep 27, 2019 1:11 pm
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 23429

Re: Friday Facts #314 - 0.17 stable

Oops. My mistake. I just pulled the top one from the FFF page and the titles are similar enough.
by csduff
Fri Sep 27, 2019 1:09 pm
Forum: Gameplay Help
Topic: 1.9k Space Science???
Replies: 13
Views: 1709

Re: 1.9k Space Science???

It isn't what I expected either, at first, but it does mean if you're trying to build a 1k SPM base, you don't have to wonder if that "60k" science packs over the past hour is really 59501. Right. The current system wouldn't make you wonder if 60k is really 59501, but the OP makes you won...
by csduff
Fri Sep 27, 2019 12:59 pm
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 23429

Re: Friday Facts #314 - 0.17 stable

Nosferatu wrote: ↑
Fri Sep 27, 2019 12:47 pm
Page not found
Did someone remove the blog post?
I'm getting this too.

Link should be
https://factorio.com/blog/post/017-stable
by csduff
Thu Sep 19, 2019 7:59 pm
Forum: Ideas and Suggestions
Topic: One Wire for control circuits, colours as channels
Replies: 12
Views: 1266

Re: One Wire for control circuits, colours as channels

-1 That suggestsion makes it impossible to connect a combinator to itself on one color, and to the outside with another color. Making trivial things like clocks at least two to three times bigger. Depends on the way the logic is implemented. If you are allowed to output as you currently are, on two...
by csduff
Thu Sep 19, 2019 6:14 pm
Forum: Ideas and Suggestions
Topic: One Wire for control circuits, colours as channels
Replies: 12
Views: 1266

Re: One Wire for control circuits, colours as channels

I'm not sure how you expect that to work when you need multiple colors. For example I have an arithmetic combinator. Red and green wires goes to a power pole, another power pole and then green goes to a chest and red to an inserter. Do you pick colors for every wire segment? If I understand the OP ...
by csduff
Wed Sep 18, 2019 7:53 pm
Forum: Ideas and Suggestions
Topic: Allow setting higher inserter stack capacity override without research done
Replies: 10
Views: 935

Re: Allow setting higher inserter stack capacity override without research done

Wholeheartedly agree with both of those suggestions. Pain when you have to do something like that for a blueprint to function they way you want, just to forget to do it and wonder why things aren't working they way you designed them to.
by csduff
Wed Sep 18, 2019 6:58 pm
Forum: Ideas and Suggestions
Topic: Train Visualization Persistance
Replies: 3
Views: 330

Train Visualization Persistance

TL;DR Keep the train visualization for a few seconds. What ? I would like to see the train visualization when highlighting a station or signal persist for a few seconds after moving the cursor away. Alternatively, if a signal is in hand, keep the last visualization on screen (maybe in a different c...
by csduff
Fri Aug 30, 2019 3:33 pm
Forum: Ideas and Suggestions
Topic: Insert modules one at a time
Replies: 5
Views: 465

Insert modules one at a time

TL;DR Insert modules one at a time into Assembler/Chem/Refinery What? I would like to see the ability to insert one module at a time while right-clicking a stack of modules onto a building. Why? As it currently sits, if you are holding a stack of modules and you shift-click on a building, it places ...
by csduff
Thu Aug 22, 2019 12:44 pm
Forum: Ideas and Suggestions
Topic: Implement priority signals for trains
Replies: 38
Views: 4360

Re: Implement priority signals for trains

No. If you only turn the signal green when a train has entered the block then it has to slow down. Unless your block is large enough to contain all of the breaking distance (which is insane for full speed Angels+Bobs trains). But that's beside the point. At some point in time a train will use the p...
by csduff
Thu Aug 15, 2019 7:46 pm
Forum: Ideas and Suggestions
Topic: Map mode showing radar coverage AND radar positions
Replies: 4
Views: 455

Re: Map mode showing radar coverage AND radar positions

Great suggestion. At some point when my base grows, I want to remove and efficiently place radar. This basically means spending a bunch of time going to the edges of my base, searching where the radars roughly should be, removing them, working my way inward, then replacing them all in a more efficie...
by csduff
Thu Aug 15, 2019 5:51 pm
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 208
Views: 156195

Re: Stations & other LTN based designs

Heh. The previous signals still remain, though, so it hasn't actually broken anything past. Didn't break anything. Just been using LTN for months now, and when I finally got off my lazy ass around to making a refueling system using a dozen combinators, it's all just simplified. Don't get me wrong, ...
by csduff
Thu Aug 15, 2019 5:46 pm
Forum: Gameplay Help
Topic: Combinator UPS
Replies: 2
Views: 381

Combinator UPS

Does anyone know which of the following would be gentler on UPS?

EACH + 0 --> EACH
or
EACH * 1 --> EACH

I know, the reality is that they are fairly low, but (among other things) using LTN I have them setup at basically each station.
by csduff
Wed Aug 14, 2019 8:05 pm
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 208
Views: 156195

Re: Stations & other LTN based designs

My psychic powers say that you need to adapt the setup to use the new "any locomotive" position signal, though. I was both happy and annoyed when I saw that signal arrive. Happy because it's so easy to decode now. Annoyed because I had just put together a decoder for something like 9 diff...
by csduff
Wed Aug 14, 2019 7:18 pm
Forum: General discussion
Topic: Factorio age rating?
Replies: 36
Views: 7476

Re: Factorio age rating?

Impatient wrote: ↑
Wed Aug 14, 2019 5:58 pm
Do you also try to explain to them, that they are the evil ones in this narration, performing genocide on the native population?
Just play on peaceful mode. That way, no one is the bad guy. Except for those homicidal trains. They are always trying to kill me.
by csduff
Mon Aug 12, 2019 2:30 pm
Forum: Ideas and Suggestions
Topic: Implement priority signals for trains
Replies: 38
Views: 4360

Re: Implement priority signals for trains

What about having a modifier in place (either vanilla or as a mod) that can allow a train a "priority" status which can enlarge its reserved area ahead? E.g., a train that has a priority toggled off reserves 25 tiles ahead (based on weight, speed and braking force), while the same train th...
by csduff
Wed Jul 03, 2019 12:37 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 704027

Re: [0.17] Sea Block Pack 0.3.5

Holy crap, I must be crazy.

I just installed this pack last night, having never played Angel's or Bob's mods before.

It strikes me that it will be quite a while before I get any rockets launched.

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