Search found 130 matches

by JackGruff
Sat May 31, 2014 8:17 pm
Forum: Ideas and Suggestions
Topic: One way Pipes/Smart valves/Pressure regulation/Fluid Control
Replies: 18
Views: 7200

Smart valve

I find myself needing to be able to control what liquid is being cracked. For instance you don't what to use up all your liquid oil when cracking it to petroleum gas. If we had a controllable valve, I could connect it to a circuit network and set it to only open per a condition. We should also be ab...
by JackGruff
Sat May 31, 2014 8:10 pm
Forum: Implemented Suggestions
Topic: copy settings
Replies: 13
Views: 4324

Re: copy settings

Thanks, guys. I must of missed it in one of the update notes as I took a break from the game for two months.
by JackGruff
Sat May 31, 2014 6:04 pm
Forum: Implemented Suggestions
Topic: copy settings
Replies: 13
Views: 4324

Re: copy settings

So can we do this? Old shift method has been replace with the ghost building.
by JackGruff
Sat May 31, 2014 6:03 pm
Forum: Ideas and Suggestions
Topic: Bot visibility toggle
Replies: 5
Views: 1609

Re: Bot visibility toggle

Has this been forgotten?

Gets really frustrating having many bots on screen.
by JackGruff
Sat May 31, 2014 5:04 pm
Forum: Ideas and Suggestions
Topic: We may not need a tank...
Replies: 1
Views: 712

We may not need a tank...

I thought of something that will save you having to create another asset. Simply allow the car to accept armour modules. It can have grid-like board just like the player's armour and you can put armour modules like battery and shield. This will allow us to augment the car to be as defensive as the t...
by JackGruff
Mon May 26, 2014 12:42 am
Forum: Implemented Suggestions
Topic: Change top speed behaviour of trains
Replies: 14
Views: 2355

Re: Change top speed behaviour of trains

I don't see how weaker breaking trains would even have issues with signals, they just have to break sooner.
by JackGruff
Mon May 26, 2014 12:35 am
Forum: Ideas and Suggestions
Topic: Roboports may request bots
Replies: 7
Views: 2507

Re: Roboports may request bots

That is what I'd find logical, but my assertion still stands. You have it set to request 10 construction bots. Everything is good until those bots go out for repairs, and it requests another 10. This continues until there are too many bots on the network and they start crashing and burning. I suppo...
by JackGruff
Sun May 25, 2014 11:21 am
Forum: Ideas and Suggestions
Topic: Roboports may request bots
Replies: 7
Views: 2507

Re: Roboports may request bots

I rambled a bit. In the end of the day, I want to be able to order bots which may also be docked. Example: I order 10 construction bots using my player logistic slots. The only 10 construction bots are currently docked in a port. They fly themselves to me and put themselves as items in my inventory.
by JackGruff
Sat May 24, 2014 5:44 pm
Forum: Ideas and Suggestions
Topic: Roboports may request bots
Replies: 7
Views: 2507

Roboports may request bots

Problem: There is no way to directly order your bots around. I wished for this when I needed to clear away forest some distance from my main robot network. I wanted to take about 20 construction bots with me and one roboport. But to find the construction bots that are docked is a pain, you have to l...
by JackGruff
Fri May 23, 2014 7:51 pm
Forum: General discussion
Topic: Do we need faster belts?
Replies: 31
Views: 11606

Re: Do we need faster belts?

Well, guys, after taking a break from Factorio for a month and coming back for the oil update, I can say that no, we don't need faster belts. I have actually been surviving with just fast (red) belts for now. All it took was some more experience and smarter arrangement of production. So I change my ...
by JackGruff
Fri May 23, 2014 7:12 pm
Forum: Show your Creations
Topic: OAK's Full Underground Factory
Replies: 9
Views: 9764

Re: OAK's Full Underground Factory

tralala wrote:Belts are awesome. :D
Logistic robots should be banned! :evil:
Oh boy, you should have been around when we didn't have a roboport and bots didn't use energy.
by JackGruff
Fri May 23, 2014 7:09 pm
Forum: General discussion
Topic: [0.9] Rays step by step guide for a compact factory
Replies: 17
Views: 13843

Re: [0.9] Rays step by step guide for a compact factory

sparr wrote:You don't seem to have connected all of the steam engines together here.
Look at his first picture in the OP. He has pipes at the ends.
by JackGruff
Fri May 23, 2014 7:05 pm
Forum: General discussion
Topic: construction tree diagram
Replies: 4
Views: 2215

Re: construction tree diagram

Here's a nice free graph editor with automatic layout algorithms for you.

http://www.yworks.com/en/products_yed_about.html
by JackGruff
Fri May 23, 2014 7:03 pm
Forum: General discussion
Topic: Rocket Defense
Replies: 4
Views: 1525

Re: Rocket Defense

Alien bases can be eradicated easily by spamming distractor bots at them. But to lessen the time needed between base hunting sessions, use productivity module 3 in your science pack 4 assemblers.

Once you've researched everything, try to see how fast you can fill a steel chest with speed module 3 ;)
by JackGruff
Fri May 23, 2014 6:59 pm
Forum: General discussion
Topic: My Experience with Factorio.
Replies: 2
Views: 1137

Re: My Experience with Factorio.

You know, it's funny, much of the map that you see when you zoom out the furthest in the map view goes unused unless you set ore generation to be sparse; you just don't need to go _that_ far to finish freeplay. With your ideas, I'm imagining these alien bases that are extremely far from your startin...
by JackGruff
Fri Jan 31, 2014 2:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.8.8] Close Diagonal Trains collide
Replies: 15
Views: 5846

Re: [0.8.8] Close Diagonal Trains collide

kovarex wrote:Shame on us, because it is wrong indeed and we didn't test this scenario.
We will try to do something with that (probably just tighten the collision box of train).
Will it fix this?

Image
by JackGruff
Wed Jan 29, 2014 3:26 pm
Forum: Implemented Suggestions
Topic: Fix the transport belts already
Replies: 10
Views: 2877

Re: Fix the transport belts already

The way belts work gives the world some physical quality, it feels like the items are being transported by the belt and not just following a line. I had much the same grievances when I started. In retrospect, I didn't know what I was doing most of the time. My suggestion to you is that you look at y...
by JackGruff
Tue Jan 28, 2014 5:28 pm
Forum: Development Proposals
Topic: [Polls Closed] The signals
Replies: 61
Views: 59642

Re: [Polls Closed] The signals

Well, the thread topic confused me as I thought you were speaking about rail signals when you meant the circuit network. Which just gave me an idea... what if we could wire railway signals to the circuit network? I should in theory, be able to stop a train from following its schedule if it doesn't h...
by JackGruff
Tue Jan 28, 2014 4:50 pm
Forum: Ideas and Suggestions
Topic: [0.8.8] construction bots behavior
Replies: 2
Views: 770

Re: [0.8.8] construction bots behavior

2. Construction bots from Roboport will only fly out one per report job (maybe intended? but would have been cooler if multiple fly out to repair faster if they were available.) I agree. The sum of bots sent to repair an entity should equal the sum of repair packs needed to repair it. If you would ...
by JackGruff
Mon Jan 27, 2014 9:02 pm
Forum: General discussion
Topic: Will the Oil-Industry require a new world?
Replies: 16
Views: 8819

Re: Will the Oil-Industry require a new world?

I don't really see the problem with where the game is installed or where saves are. User data should go with the user's profile. It's the same with Linux and other OS's. Every Windows user has the required NTFS rights to read/write to their own profile folder. UAC is only an issue during install, an...

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