Search found 587 matches
- Fri Aug 23, 2019 5:54 pm
- Forum: Mods
- Topic: Can't start savegame with Infinity Mode mod
- Replies: 4
- Views: 1410
Re: Can't start savegame with Infinity Mode mod
My thread in the mod portal has been trashed and I don't know why. Is there a possibility to send the creator of the mod a mail? In the mod portal you can't private messages to the best of my knowledge. If the post was reasonable -- as in, what you said here -- then my best guess would be that the ...
- Fri Aug 23, 2019 5:44 pm
- Forum: Ideas and Suggestions
- Topic: Train wagons carrying one item button
- Replies: 74
- Views: 19627
Re: QoL: Set filters in wagons with holding item and dragging
One reason I have found for wanting to restrict an entire car is when I'm transitioning to a longer train setup and might need to refuel an engine or unload a cargo train in the same spot. The LTN mod train stops export signals representing the type of rolling stock at each position, and the Invent...
- Fri Aug 23, 2019 5:39 pm
- Forum: Ideas and Suggestions
- Topic: robot charging improvements / balances
- Replies: 8
- Views: 2123
Re: robot charging improvements / balances
@slippycheeze, i agree this challenge is part of the built in game. My problem is that there is not enough information to diagnose some of the problems. ...and, if it isn't clear, I don't hate your idea or anything. I'm not sure some parts are going to produce "better gameplay" if removed...
- Fri Aug 23, 2019 5:24 pm
- Forum: Ideas and Suggestions
- Topic: [0.17] Reorganize Research Queue
- Replies: 41
- Views: 11446
Re: [0.17] Reorganize Research Queue
I ended up using the "Research Queue: The Old New Thing" mod because, among other things, it has this feature: you can move the position of items in the queue. (clicky buttons to do it, rather than drag-and-drop, but still, clunky implementation of the same request.) So, yeah, it'd be nice...
- Fri Aug 23, 2019 5:23 pm
- Forum: Ideas and Suggestions
- Topic: Terrain, Weather, Aliens
- Replies: 2
- Views: 822
Re: Terrain, Weather, Aliens
on a separate note: I propose a bio-analyser that scans creepers to create bonuses against them. so instead of just killing them they could drop bones which are fed into the machine like science packs. then later after some research you can create a cloning machine that can make creepers to fight f...
- Fri Aug 23, 2019 5:22 pm
- Forum: Ideas and Suggestions
- Topic: Allow scroll wheel to set -1 in arithmetic combinator
- Replies: 1
- Views: 830
Re: Allow scroll wheel to set -1 in arithmetic combinator
I'm honestly tempted to create a mod that has nothing but a "default to <each> * -1 => <each>" arithmetic combinator as a distinct entity. Because, uh, yeah, I do this often enough that the multi-click operation to configure it is an annoyance. Especially while building new logic, as in, d...
- Fri Aug 23, 2019 5:19 pm
- Forum: Balancing
- Topic: A Case for Balancing Nuclear Power
- Replies: 83
- Views: 28345
Re: A Case for Balancing Nuclear Power
[...] In terms of the heat simulation... I have a mental model that "heat" doesn't exist, only energy exists. I'm not sure it is strictly true, but it seems effective at predicting the behaviour of the system. That is, a "heat" property is just a store of energy, and behaves exa...
- Fri Aug 23, 2019 5:06 pm
- Forum: Modding help
- Topic: map_gen_settings and autoplacers
- Replies: 19
- Views: 19699
Re: map_gen_settings and autoplacers
Two of those have associated noise expressions, `probability_expression`, and `richness_expression`. Those are the two fundamental noise equations that are used in placing resources by the C++ version of `on_chunk_generated`. To override those two properties for a specific surface you can change th...
- Fri Aug 23, 2019 2:14 pm
- Forum: Ideas and Suggestions
- Topic: Sensible locomotive initial building orientation on one-way rails.
- Replies: 6
- Views: 1627
Re: Sensible locomotive initial building orientation on one-way rails.
...yes, that is true, but... I also suffer this problem, and get it wrong too often. There just isn't enough difference between the front and back of the engine for me to be able to tell which way it points reliability. I understand this, i noticed only recently that there IS somewhat of an arrow, ...
- Fri Aug 23, 2019 2:09 pm
- Forum: Balancing
- Topic: A Case for Balancing Nuclear Power
- Replies: 83
- Views: 28345
Re: A Case for Balancing Nuclear Power
To be clear, I think we realize the prototype technically allows for it. The question, for me, is whether the simulation still runs well with more extreme temperatures. It may be that it doesn't have a problem, but, things can surprise you. The boiler is already acting as a "heat pump" in...
- Thu Aug 22, 2019 9:53 pm
- Forum: Implemented Suggestions
- Topic: Decider combinator with "Anything" output
- Replies: 32
- Views: 21230
Re: Decider combinator with "Anything" output
I'm just gonna throw in another voice asking for this in core. I don't care if it is "emit the first/last/mod-17-th signal based on a stable sort of all possible signals", or "min", "max", or whatever, but some facility to turn "all these signals" into "o...
- Thu Aug 22, 2019 7:45 pm
- Forum: Ideas and Suggestions
- Topic: Tap to Walk
- Replies: 4
- Views: 1046
Re: Tap to Walk
They went with the boring "Move with the mouse" name instead when they wrote it. Perhaps they will extend the name.
- Thu Aug 22, 2019 7:44 pm
- Forum: Ideas and Suggestions
- Topic: Dedicated logistic routes with drones between chests and independent logistic networks with drones (mail drones)
- Replies: 6
- Views: 1590
Re: Dedicated logistic routes with drones between chests and independent logistic networks with drones (mail drones)
You might want to try : https://mods.factorio.com/mod/logicarts These are, in fact, pretty much exactly what the OP asked for, warts and all. Fairly sensibly balanced, too, in terms of cost, performance, and smarts. You need manually controlled circuit network interfaces to make them really smart, ...
- Thu Aug 22, 2019 7:42 pm
- Forum: Ideas and Suggestions
- Topic: Make power switch actually useful
- Replies: 11
- Views: 2001
Re: Make power switch actually useful
BTW, it’s not 100% correct: unpowered circuits are “turned off” and should not use cpu. I mean: it looks like circuits don’t take cpu, when all circuits (the network) are inside a turned off part. The devs have said elsewhere that a basic assumption is that everything has power, all the time. Which...
- Thu Aug 22, 2019 7:36 pm
- Forum: Ideas and Suggestions
- Topic: Send train to station ID using combinator signal
- Replies: 3
- Views: 3646
Re: Send train to station ID using combinator signal
I might not be entirely sane since I have been fiddling with combinator control of trains for years, but this is really driving me crazy. I have used mods to make this happen before, as well as other peoples train control systems that required mods. I dont mind mods. But I want the things I build t...
- Thu Aug 22, 2019 7:23 pm
- Forum: Ideas and Suggestions
- Topic: Sensible locomotive initial building orientation on one-way rails.
- Replies: 6
- Views: 1627
Re: Sensible locomotive initial building orientation on one-way rails.
it's never in the right orientation and I always have to rotate it 3 times to get it right. (See: usb superposition) You press "R" to rotate the loco before you place it, and you see its orientation before you place it right ? ...yes, that is true, but... I also suffer this problem, and g...
- Thu Aug 22, 2019 7:18 pm
- Forum: Ideas and Suggestions
- Topic: robot charging improvements / balances
- Replies: 8
- Views: 2123
Re: robot charging improvements / balances
2) a roboport should only support/hold 100 robots, not 350 (see calcs below; at the moment, at no research a roboport can support 222 robots, assuming 100% of time is spent charging) -- this will push the problem of roboport density out to when some speed research has been done, rather than having ...
- Thu Aug 22, 2019 7:08 pm
- Forum: Ideas and Suggestions
- Topic: Working with trains is a pain in the..
- Replies: 44
- Views: 11377
Re: Working with trains is a pain in the..
.. behind! And here's a few ideas I feel would help. I'm torn when in comes to working with trains. On the one hand working out an optimum design that still has a visual appeal or symmetry is such a fun thing to do and iterate on, that I have lost whole night s to designing a single main base offlo...
- Thu Aug 22, 2019 6:52 pm
- Forum: Ideas and Suggestions
- Topic: Working with trains is a pain in the..
- Replies: 44
- Views: 11377
Re: Working with trains is a pain in the..
Try it out... I doubt that pathfinding is considering disconnected networks ? Train pathfinding, per the wiki, is A*, so no -- it'll start at the location of the train, and then grow outwards through the connected rails until it reaches the destination. A disconnected rail can't ever be reached, so...
- Thu Aug 22, 2019 6:25 pm
- Forum: Ideas and Suggestions
- Topic: Train station priority!
- Replies: 20
- Views: 7801
Re: Train station priority!
How far apart are your iron receiving stations? I have the impression this is only an issue if we're talking about receiving stations at separate, distant outposts. I also don't find it to be an issue in my practical factorio life, just something that is theoretically an issue at some future point....