Search found 110 matches

by csduff
Wed Jul 03, 2019 12:37 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1007702

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.
by csduff
Thu Jun 27, 2019 12:48 pm
Forum: Ideas and Suggestions
Topic: New special signal "self" for pumps
Replies: 10
Views: 2093

Re: New special signal "self" for pumps

If I'm understanding correctly, it sounds like you would like a filter option. This may be more suited to what you want. The only question would be if this would be compatible with the current fluid system, specifically not being able to mix fluids. No, this is about the circuit network. The pump a...
by csduff
Tue Jun 25, 2019 1:45 pm
Forum: General discussion
Topic: [Poll] 0.17 Quickbar
Replies: 34
Views: 9609

Re: [Poll] 0.17 Quickbar

The new bar is much more user friendly, from my perspective. Items are always in the same place that you chose to put them. I hated when newly made or picked up items would make their way to the bar. The only items I want on there are the items that I often place manually and frequently (e.g. belts,...
by csduff
Tue Jun 25, 2019 1:01 pm
Forum: General discussion
Topic: [Poll] 0.17 Quickbar
Replies: 34
Views: 9609

Re: [Poll] 0.17 Quickbar

https://forums.factorio.com/viewtopic.php?f=6&t=65895&p=403573&hilit=toolbar#p403573 This is pretty much my vote here. The fact there are quite a few posts on the subject does suggest it is a problem. That, and save/load functionality would be fine. So, two people in that other post sai...
by csduff
Mon Jun 24, 2019 2:32 pm
Forum: Ideas and Suggestions
Topic: New special signal "self" for pumps
Replies: 10
Views: 2093

Re: New special signal "self" for pumps

If I'm understanding correctly, it sounds like you would like a filter option. This may be more suited to what you want. The only question would be if this would be compatible with the current fluid system, specifically not being able to mix fluids.
by csduff
Wed Jun 19, 2019 3:27 pm
Forum: General discussion
Topic: [Poll] 0.17 Quickbar
Replies: 34
Views: 9609

Re: [Poll] 0.17 Quickbar

The new one feels like a CAD program UI rather than a game. I really like it. Having up to 10 bar presets you can choose from. Building ghosts when you don't have an item too. Only issue is you have to set it up and it takes some time. What if it wasn't per save but rather per game installation? I ...
by csduff
Wed Jun 19, 2019 3:25 pm
Forum: General discussion
Topic: [Poll] 0.17 Quickbar
Replies: 34
Views: 9609

Re: [Poll] 0.17 Quickbar

My biggest problem with the new quickbar is that I sometimes try to use the pipette tool to select items from it. (But I had the same issue with the old toolbar as well, so this is not new, and not specific to the implementation. But maybe the devs could add pipette support for picking items from t...
by csduff
Mon Jun 17, 2019 2:05 pm
Forum: Ideas and Suggestions
Topic: Default Train waiting condition for the new temporary Station
Replies: 26
Views: 6700

Re: Default Train waiting condition for the new temporary Station

mrvn wrote: ↑
Mon Jun 17, 2019 10:02 am
While not for the temporary stops I would like such a key too.
I'm pretty sure FARL has a hotkey for enable/disable built into it. I used FARL for a while, but I have stopped. Only reason I keep it installed is for this hotkey.
by csduff
Tue Jun 11, 2019 8:04 pm
Forum: General discussion
Topic: Question - Is Inserter item drop position intuitive?
Replies: 104
Views: 27520

Re: Question - Is Inserter item drop position intuitive?

Please tell me what part of my description was wrong? Your description was posted after U-X was posted. Joining the test after the answer sheet has been handed out earns you no credits. And, when something does work in a consistent way, by definition, is predictable. Wrong. What I meant by predicti...
by csduff
Tue Jun 11, 2019 6:33 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: 0.17 Modular Mega Base 6Kspm (and more)
Replies: 10
Views: 19096

Re: 0.17 Modular Mega Base 6Kspm (and more)

Right. I forgot they were changing that.
by csduff
Tue Jun 11, 2019 2:16 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: 0.17 Modular Mega Base 6Kspm (and more)
Replies: 10
Views: 19096

Re: 0.17 Modular Mega Base 6Kspm (and more)

It looks like you have productivity modules in your centrifuges running the Kovarex Experiment. I thought this wasn't possible anymore?
by csduff
Tue Jun 11, 2019 1:16 pm
Forum: General discussion
Topic: No dynamic train refueling yet?
Replies: 12
Views: 4458

Re: No dynamic train refueling yet?

I've suggested this in another post, but if mods are the way to go... https://mods.factorio.com/mod/FuelTrainStop You create a special type of Fuel train station. For any train low on fuel it creates a temporary stop with inactivity (2 seconds, I think). Train goes there, refuels with whatever you ...
by csduff
Mon Jun 10, 2019 12:49 pm
Forum: General discussion
Topic: Question - Is Inserter item drop position intuitive?
Replies: 104
Views: 27520

Re: Question - Is Inserter item drop position intuitive?

Either way, I vote to not change anything, as it does work in a predictable and consistent way. Good joke! :lol: No one managed to predict what U, V, W & X would look like. People constantly come up with wrong rules even for cases that they can check against the examples posted in the thread. I...
by csduff
Fri Jun 07, 2019 7:28 pm
Forum: General discussion
Topic: Question - Is Inserter item drop position intuitive?
Replies: 104
Views: 27520

Re: Question - Is Inserter item drop position intuitive?

I believe the rules are actually much more simple than some of these arguments. 1) If lanes are straight and... a) run across the front of inserter, place in the farthest lane. b) run toward/away from inserter, place in the right lane of travel. 2) If curved, place in the lane that is more often far...
by csduff
Thu Jun 06, 2019 1:08 pm
Forum: Ideas and Suggestions
Topic: Default Train waiting condition for the new temporary Station
Replies: 26
Views: 6700

Re: Default Train waiting condition for the new temporary Station

I would like the idea of a configureable condition. I would like to have it at "30 seconds" + "passenger present". If i had hijacked another train, i would simply delete the passenger present, and the train proceeds with its tasks. At the moment i try to always add "passeng...
by csduff
Wed Jun 05, 2019 2:24 pm
Forum: Ideas and Suggestions
Topic: Buffer chests and provider chests should have the same priority of ordering items
Replies: 3
Views: 1876

Re: Buffer chests and provider chests should have the same priority of ordering items

For the last 10 minutes I've been trying to come up with an argument for or against this. The only argument against I can think of is that your buffer chests should be laid out in such a way that generally precludes pulling from passive providers first, but that is not much of an argument, so I have...
by csduff
Wed Jun 05, 2019 2:13 pm
Forum: General discussion
Topic: Module Production: To beacon or not to beacon?
Replies: 26
Views: 9452

Re: Module Production: To beacon or not to beacon?

The only thing I consistently beacon is copper cable production for electronic circuits. And even then, that is just a +50% total to speed, so it becomes a 1:1 factory ratio. It is understandable that the resource demands, both materials and energy, are relatively minor for a large base, so modules ...
by csduff
Mon Jun 03, 2019 2:12 pm
Forum: Off topic
Topic: How old are the players of Factorio
Replies: 62
Views: 64478

Re: How old are the players of Factorio

impetus maximus wrote: ↑
Wed Mar 28, 2018 1:26 pm
here is a hint. my first computer had 128KB of RAM. :P
I got you beat. Mine only had 64k, no HDD, not even a floppy drive when we got it, just ran on tapes and cartridges. Man I miss that Commodore64.

And, I'm 38.
by csduff
Wed May 29, 2019 3:10 pm
Forum: General discussion
Topic: No dynamic train refueling yet?
Replies: 12
Views: 4458

Re: No dynamic train refueling yet?

I've suggested this in another post, but if mods are the way to go... https://mods.factorio.com/mod/FuelTrainStop You create a special type of Fuel train station. For any train low on fuel it creates a temporary stop with inactivity (2 seconds, I think). Train goes there, refuels with whatever you f...
by csduff
Tue May 28, 2019 8:18 pm
Forum: Gameplay Help
Topic: Power Switch BP??
Replies: 6
Views: 1349

Re: Power Switch BP??

@csduff. Please read carefully what i said. Blueprints can not store copper wire connections between poles . Also i just had a really cool idea for a workaround. But power-switches can't be directly connected to each other, so there goes that :p. I was responding to adam_bise's post, as he did not ...

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