Search found 93 matches
- Thu Oct 01, 2020 1:46 pm
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 15
- Views: 4661
Re: Container free space signal
Supporting the suggestion - reporting the number of filled\empty stack slots would be useful. I think limits should not be taken into account.
- Sat Sep 19, 2020 1:18 pm
- Forum: Ideas and Suggestions
- Topic: Chests of variable length
- Replies: 6
- Views: 1033
Re: Chests of variable length
I strongly against the idea of merging of already-placed chests. It raises too many questions of complexion, believeability and special conditions like connectivity (in case of mod suggested), individual volume limitations, wire connections and items. Therefore I think that most reliable way to deal...
- Wed Sep 16, 2020 1:39 pm
- Forum: Ideas and Suggestions
- Topic: Chests of variable length
- Replies: 6
- Views: 1033
Re: Chests of variable length
Oh yes, here is why. Train unloading is the main issue. I normally use 3, 6, 9 or 12 chests per unloading station, depending on how many red belts must be fed (3 chests with stack inserters fill the belt with no gaps). But in case the consumption of the belts is not equal, chests may have different ...
- Wed Sep 16, 2020 12:22 am
- Forum: Ideas and Suggestions
- Topic: Chests of variable length
- Replies: 6
- Views: 1033
Chests of variable length
A possibility to create a chests of variable length (1xN) when placed with dragging. To do this a little change in placement mechanics is needed: the chest item should NOT be placed immediately at the point when the LMB pressed, but only upon release of it. This will add a possibility to set the siz...
- Sun Oct 13, 2019 4:07 pm
- Forum: Ideas and Requests For Mods
- Topic: Space Magnate game mode
- Replies: 1
- Views: 786
Re: Space Magnate game mode
There is a mod called " Black Market ", which is somewhat close to the thing proposed (too bad the author dropped it). Anyway, the way the trading works in Black Market is through the magic chests, tanks and accums, exchanging contents with some sort of "trading realm", I guess. ...
- Sat Oct 12, 2019 11:19 am
- Forum: Ideas and Requests For Mods
- Topic: Space Magnate game mode
- Replies: 1
- Views: 786
Space Magnate game mode
Overhaul of the basic game concept. "In the age of advanced technologies, intergalactic travel and space-wide economy, the freelancing individuals started to claim the entire planets for their business needs." We start as one of those individual entrepreneurs who just landed on Nauvis. The...
- Sat Aug 31, 2019 4:34 am
- Forum: Ideas and Requests For Mods
- Topic: Double Furnace (Iron & Copper)
- Replies: 4
- Views: 1070
Re: Double Furnace (Iron & Copper)
Why not just mixing ores on a supply belt and using filter inserters after the furnace? Will work in vanilla.
- Sun Aug 25, 2019 8:45 am
- Forum: Ideas and Suggestions
- Topic: Show Logistic/Circuit conditions in tooltips.
- Replies: 11
- Views: 2320
Re: Show Logistic/Circuit conditions in tooltips.
Adding myself to the voters' pool. I think tooltips for the entities should be reworked to be more useful and informative.
- Wed Aug 21, 2019 9:11 pm
- Forum: Ideas and Requests For Mods
- Topic: Space trading game concept
- Replies: 2
- Views: 862
Re: Space trading game concept
You guessed right! XD Just finished the playthrough with MSI. Yeah, that one made me think about those things proposed.slippycheeze wrote: βWed Aug 21, 2019 6:22 pmhttps://mods.factorio.com/mod/Mining-Space-Industries
- Wed Aug 21, 2019 9:07 pm
- Forum: Ideas and Requests For Mods
- Topic: New modules for the armor
- Replies: 6
- Views: 1540
Re: New modules for the armor
The armor charging thing already exists as a mod, works pretty good. Xterminator did a mod spotlight; https://www.youtube.com/watch?v=1rQk36DZ4Ss https://mods.factorio.com/mod/Induction%20Charging Yeah, I know this one. Unfortunately for me, I also have some understanding of electronics and physics...
- Tue Aug 20, 2019 5:30 pm
- Forum: Ideas and Requests For Mods
- Topic: Space trading game concept
- Replies: 2
- Views: 862
Space trading game concept
Vanilla experience leaves an aftertaste of pointless affords. A whole game is about a single rocket launch. Feels like half of the story. IMO, the game should be just about rocket launches, many of them, and that is where resources should go - into production of actual things, not absurdly sinking i...
- Tue Aug 20, 2019 4:15 pm
- Forum: Ideas and Requests For Mods
- Topic: New modules for the armor
- Replies: 6
- Views: 1540
Re: New modules for the armor
The armor charging thing already exists as a mod, works pretty good. Xterminator did a mod spotlight; https://www.youtube.com/watch?v=1rQk36DZ4Ss https://mods.factorio.com/mod/Induction%20Charging Yeah, I know this one. Unfortunately for me, I also have some understanding of electronics and physics...
- Mon Aug 19, 2019 4:37 pm
- Forum: Ideas and Requests For Mods
- Topic: "heat furnace", new furnace using heat from nuclear reactor
- Replies: 13
- Views: 2463
Re: "heat furnace", new furnace using heat from nuclear reactor
Unrealistic. Especially for the furnaces (much higher temperatures needed than 1000 C). For chem plants... Well, not really either - usually reactions require certain specific temperatures, and reactors' temp tend to fluctuate. The idea itself is attractive, but IT'S A TRAP!!! 

- Mon Aug 19, 2019 4:23 pm
- Forum: Railway Setups
- Topic: Smart Station for outposts
- Replies: 7
- Views: 4126
Re: Smart Station for outposts
Hah, truly, it is so simple! Just use a control wire to connect ALL boxes with each other and the station, configure the condition when the station should start inviting visitors and voila! No combinators needed at all. Hm, works like that. What was the problem with it initially? IDK, doesn't matter...
- Mon Aug 19, 2019 3:07 pm
- Forum: Railway Setups
- Topic: Smart Station for outposts
- Replies: 7
- Views: 4126
Re: Smart Station for outposts
Hah, nope. At the moment the station disabled any loading train leaves it immediately, so it will leave unfull. Tried that. They once made it this way, but repatched it back in. I'm using circuit controled trainstations aswell and its working just fine. Maybe it has something to do with the wait co...
- Mon Aug 19, 2019 2:25 pm
- Forum: Railway Setups
- Topic: Smart Station for outposts
- Replies: 7
- Views: 4126
Re: Smart Station for outposts
But f you drop the wire to the signal then the train will simply drive through the disabled station and go somewhere else. Holy guacamole, you r right! Then there will be no need for a mentioned chain signal for detour! That smart, will work on that. Thank you! You can also improve the station: If ...
- Mon Aug 19, 2019 2:12 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 429
- Views: 163230
Re: Parrallel processing in games & applications
Jeez, seeing a topic like this surprised me as much as a cooler on my laptop which sometimes just stops and chills when I play Factorio. Honestly, the level of optimization this game has right now is just epic. Whoever wrote the code must be a magician and truly deserves a cookie. Really, the qualit...
- Sun Aug 18, 2019 2:49 am
- Forum: Railway Setups
- Topic: Smart Station for outposts
- Replies: 7
- Views: 4126
Smart Station for outposts
Assume you have dozens of mining posts of multiple sizes scattered around the map. And train network grid coverage over the large area. And one centralized unloading location, from which trains dispatched empty and return full of ore. When you need more ore, you build another outpost somewhere, conn...
- Thu Aug 15, 2019 7:53 pm
- Forum: Ideas and Suggestions
- Topic: New enemy suggestion: Stalker
- Replies: 6
- Views: 1462
- Thu Aug 15, 2019 7:49 pm
- Forum: Ideas and Suggestions
- Topic: Map mode showing radar coverage AND radar positions
- Replies: 4
- Views: 1025
Re: Map mode showing radar coverage AND radar positions
Absolutely right idea!
Joining the club without second thought.
Joining the club without second thought.