Search found 130 matches

by JackGruff
Sat Nov 29, 2014 4:25 pm
Forum: Ideas and Suggestions
Topic: Ordering docked bots
Replies: 1
Views: 870

Ordering docked bots

I have a feeling that this has already been suggested but searching revealed nothing. I am sure ssilk will be quick to point out if it has been ;) The problem: You have no direct control over where bots dock themselves. The suggestion is simple: allow us to order docked bots, that is, the bots which...
by JackGruff
Thu Nov 27, 2014 1:08 am
Forum: Implemented Suggestions
Topic: Showing up/see/visualize modules in assemblies...
Replies: 11
Views: 4662

Seeing installed modules at a glance, mockup

I was thinking just using little dots. Each module has three shades of blue, violet and green for the three levels. See attachment.
by JackGruff
Thu Nov 27, 2014 12:27 am
Forum: General discussion
Topic: How big is/are your logistic network(s)?
Replies: 9
Views: 2274

Re: How big is/are your logistic network(s)?

BurnHard wrote:1300 roboports at the moment...
How long does it take to save on that map?
by JackGruff
Thu Nov 27, 2014 12:19 am
Forum: Ideas and Suggestions
Topic: Chests for deconstruction become active providers
Replies: 1
Views: 688

Chests for deconstruction become active providers

If you mark a chest with many items in it for deconstruction, you must wait for the construction bots to move all the items to storage or where there are orders. I have a strategy where I place active providers on these chests first so that the logistic bots clear them before deconstruction. Why not...
by JackGruff
Thu Nov 27, 2014 12:07 am
Forum: Ideas and Suggestions
Topic: Hide-able render layers
Replies: 4
Views: 7990

Re: Hide-able render layers

ssilk wrote:Big thing.

Some pages I found searching for layer:

...

Enjoy reading. :)
You forgot mine!

https://forums.factorio.com/forum/vie ... f=6&t=1870

Well, it is sort of related.
by JackGruff
Wed Nov 19, 2014 5:52 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 234137

Unhandled exception

Windows 8.1 Enterprise x64 Factorio 0.11.3 Foreman 0.1.5 See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.DllNotFoundException: Unable to load DLL 'lua52': The specified module could not b...
by JackGruff
Wed Nov 19, 2014 2:39 am
Forum: Development Proposals
Topic: Railroad
Replies: 148
Views: 83881

Re: Railroad

I can't remember if this was ever said but are we ever going to have to process oil into diesel for the trains? I had a feeling it was planned.
by JackGruff
Sun Nov 16, 2014 6:18 pm
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 212891

Re: Tips & Tricks

It's a good idea to put rail signals on the parts of a track that you will traffic across often, this will give you a heads up if a train is coming and spare you the annoyance of becoming railkill I do not think this is a good tip at all. Signals introduce more blocks and complications. The only ti...
by JackGruff
Sat Nov 15, 2014 1:21 pm
Forum: General discussion
Topic: Can steam generators be used in emergencies only?
Replies: 25
Views: 9865

Re: Can steam generators be used in emergencies only?

kovarex wrote:combinators
What's this new toy going to do?
by JackGruff
Thu Nov 13, 2014 7:26 pm
Forum: Balancing
Topic: Collision on north side of roboport
Replies: 3
Views: 7352

Collision on north side of roboport

Please see attachment.
by JackGruff
Fri Jun 20, 2014 5:54 pm
Forum: News
Topic: Re: Friday Facts #39
Replies: 38
Views: 24277

Re: Friday Facts #39

Please do not let low level work slide because you are scared we are going to moan about lack of content. I want a stable and smooth game first, then content. I can't speak for others but I appreciate work on the engine over content. Kerbal Space Program is a good example of what happens when you le...
by JackGruff
Sun Jun 15, 2014 6:06 pm
Forum: Ideas and Suggestions
Topic: Disassembly Machine/disposing items/Incinerator/Recyling
Replies: 33
Views: 8863

Re: Disassembly Machine/disposing items/Incinerator/Recyling

This is how I reckon a disassembly machine would work. 1) choose base components that every item in the game may be crafted from Let's say they are... gears iron plate steel plate copper plate plastic bar copper wires wood I argue for these because it makes some sense to me that they are what would ...
by JackGruff
Fri Jun 13, 2014 7:38 pm
Forum: Gameplay Help
Topic: Need explanations for difficulties.
Replies: 0
Views: 1440

Need explanations for difficulties.

Devs, please give us some explanation on how the different difficulties affect the campaign. There are no answers on the forum or wiki.
by JackGruff
Tue Jun 10, 2014 7:11 pm
Forum: Ideas and Suggestions
Topic: Remove need for crafting (red/green) wires
Replies: 4
Views: 757

Re: Remove need for crafting (red/green) wires

Do you guys think things would be too easy if we had a arbitrary number of wireless channels for the circuit network? You could then choose which a smart chest (or logistic) is part of and set conditions for smart inserters as if they were on the same wire. It would be similar to how smart inserters...
by JackGruff
Tue Jun 10, 2014 7:05 pm
Forum: Development Proposals
Topic: Peace with Aliens
Replies: 201
Views: 159940

Re: Peace with Aliens

As long as the peaceful route would take much more effort and cunning to achieve, I think it is fine. The present situation is more or less what I mean: If you want to go peaceful, you need your efficiency modules and farms of accumulators and solar panels. I don't think you should remove their dang...
by JackGruff
Mon Jun 09, 2014 4:50 am
Forum: Ideas and Suggestions
Topic: Roads (stone, asphalt)/moving+driving quicker
Replies: 26
Views: 6463

Re: Stone road - Make your character move quicker

I don't see the point when we have exoskeletons. I'd rather invest in running faster everywhere.
by JackGruff
Mon Jun 09, 2014 4:35 am
Forum: Ideas and Suggestions
Topic: Remove need for crafting (red/green) wires
Replies: 4
Views: 757

Re: Remove need for crafting (red/green) wires

I agree.

I also don't know why the wires cannot cross pole types.
by JackGruff
Sun Jun 01, 2014 6:57 pm
Forum: Balancing
Topic: Map generator: Spread out enemy bases and resources more
Replies: 14
Views: 20755

Re: Map generator: Spread out enemy bases and resources more

...the trains themselves could use some refinements first, like faster track-laying. Until then, you can place track in a straight line very quickly by having track selected, being in the train engine, and holding the place button down just in front of it while moving at full speed. I.e.: you are l...

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