Search found 110 matches
- Fri Oct 04, 2019 1:45 pm
- Forum: News
- Topic: Friday Facts #315 - New test servers
- Replies: 69
- Views: 31990
Re: Friday Facts #315 - New test servers
This FFF really makes me want to build a new computer. I mean, I don't even think all my computers at home add up to 18 cores.
- Thu Oct 03, 2019 8:01 pm
- Forum: Ideas and Suggestions
- Topic: Adding redprints and greenprints prints to blueprint library
- Replies: 13
- Views: 3841
Re: Planners: allow saving upgrade/deconstruction planners to the blueprint library
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.mudcrabempire wrote: βMon Jul 08, 2019 6:21 amYou aren't. When I started using the new planners I totally tried putting them in my library, fully expecting it to work.
- Mon Sep 30, 2019 1:44 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 503744
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...
- Fri Sep 27, 2019 6:56 pm
- Forum: News
- Topic: Friday Facts #314 - 0.17 stable
- Replies: 105
- Views: 47173
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...
- Fri Sep 27, 2019 6:50 pm
- Forum: Ideas and Suggestions
- Topic: Train Visualization Persistance
- Replies: 3
- Views: 864
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.
- Fri Sep 27, 2019 1:11 pm
- Forum: News
- Topic: Friday Facts #314 - 0.17 stable
- Replies: 105
- Views: 47173
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.
- Fri Sep 27, 2019 1:09 pm
- Forum: Gameplay Help
- Topic: 1.9k Space Science???
- Replies: 13
- Views: 3993
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...
- Fri Sep 27, 2019 12:59 pm
- Forum: News
- Topic: Friday Facts #314 - 0.17 stable
- Replies: 105
- Views: 47173
Re: Friday Facts #314 - 0.17 stable
- Thu Sep 19, 2019 7:59 pm
- Forum: Ideas and Suggestions
- Topic: One Wire for control circuits, colours as channels
- Replies: 12
- Views: 3049
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...
- Thu Sep 19, 2019 6:14 pm
- Forum: Ideas and Suggestions
- Topic: One Wire for control circuits, colours as channels
- Replies: 12
- Views: 3049
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 ...
- 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: 2586
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.
- Wed Sep 18, 2019 6:58 pm
- Forum: Ideas and Suggestions
- Topic: Train Visualization Persistance
- Replies: 3
- Views: 864
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...
- Fri Aug 30, 2019 3:33 pm
- Forum: Ideas and Suggestions
- Topic: Insert modules one at a time
- Replies: 5
- Views: 1226
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 ...
- Thu Aug 22, 2019 12:44 pm
- Forum: Ideas and Suggestions
- Topic: Implement priority signals for trains
- Replies: 38
- Views: 10614
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...
- Thu Aug 15, 2019 7:46 pm
- Forum: Ideas and Suggestions
- Topic: Map mode showing radar coverage AND radar positions
- Replies: 4
- Views: 1420
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...
- Thu Aug 15, 2019 5:51 pm
- Forum: Logistic Train Network
- Topic: Stations & other LTN based designs
- Replies: 229
- Views: 263577
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, ...
- Thu Aug 15, 2019 5:46 pm
- Forum: Gameplay Help
- Topic: Combinator UPS
- Replies: 2
- Views: 862
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.
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.
- Wed Aug 14, 2019 8:05 pm
- Forum: Logistic Train Network
- Topic: Stations & other LTN based designs
- Replies: 229
- Views: 263577
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...
- Wed Aug 14, 2019 7:18 pm
- Forum: General discussion
- Topic: Factorio age rating?
- Replies: 36
- Views: 16019
Re: Factorio age rating?
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.
- Mon Aug 12, 2019 2:30 pm
- Forum: Ideas and Suggestions
- Topic: Implement priority signals for trains
- Replies: 38
- Views: 10614
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...