Search found 432 matches

by foamy
Tue Dec 01, 2020 11:35 am
Forum: Combinator Creations
Topic: Using one turbine to control an arbitrarily large number of nuclear reactors
Replies: 15
Views: 7598

Re: Using one turbine to control an arbitrarily large number of nuclear reactors

The arbitrary choice of switching pumps at 1000 fluid is low enough to avoid this being a problem, luckily enough. That's handy. The choice of fluid size wasn't arbitrary, though; I needed inflow to the tank to be as fast as possible (to reduce the number of times it needs to toggle back and forth)...
by foamy
Tue Dec 01, 2020 10:22 am
Forum: Ideas and Suggestions
Topic: [1.1.3] Rail signal's output signals names need to change
Replies: 24
Views: 4980

Re: [1.1.3] Rail signal's output signals names need to change

This issue is inconsequential to veteran players. it the new players that need this change. And new players don't use circuits... If you need to know the signal names, you're dealing with circuits, with train path finding etc. None of that is possible without reading the docs. So yes, chill dude. T...
by foamy
Tue Dec 01, 2020 9:41 am
Forum: Combinator Creations
Topic: Non-Rampant Drone Reproduction
Replies: 6
Views: 2453

Re: Non-Rampant Drone Reproduction

I usually *do* make use of the total counts. Take the available, multiply it by 100, divide it by the total. That gives you a percentage for how many bots are available. If that's less than a threshold -- I like a fairly high one, like 80, but it can be tuned as you like -- start inserting bots into...
by foamy
Tue Dec 01, 2020 9:36 am
Forum: Ideas and Suggestions
Topic: [1.1.3] Rail signal's output signals names need to change
Replies: 24
Views: 4980

Re: [1.1.3] Rail signal's output signals names need to change

Kind of proofs his point :lol: Very short explanation for chain signals could be green > All exits clear yellow > Reserved Red > All exits blocked Blue > Some exits clear I want to add that so far I never used circuits in combination with signals. Yeah, and those are short enough that they could be...
by foamy
Tue Dec 01, 2020 3:15 am
Forum: Balancing
Topic: Express transport belt to express underground belt, splitter recipe?
Replies: 9
Views: 3065

Re: Express transport belt to express underground belt, splitter recipe?

Yep, I'd also agree that upgrading from yellow to red and from red to blue should be done later rather than sooner. a yellow belt is 1.5 iron, 1 red belt is 11.5 iron, and a blue 31.5 iron and 20 lube. The service to cost ratio is heavily tilted towards the smaller tier, so higher tiers should only...
by foamy
Tue Dec 01, 2020 3:01 am
Forum: Ideas and Suggestions
Topic: Better use of trash slots
Replies: 7
Views: 2990

Re: Better use of trash slots

And I agree it'd be tantamount to free inventory. The only thing I could see them adding would be to allow you to use them only if you had the open slots in your actual inventory, but I expect that'd be a coding nightmare and I wouldn't want to be in charge of it's QA. Trash slots already work pret...
by foamy
Tue Dec 01, 2020 2:58 am
Forum: Ideas and Suggestions
Topic: Fluid Wagons When Train is on Curved Rail
Replies: 9
Views: 1588

Re: Fluid Wagons When Train is on Curved Rail

In my opinion, having fluid wagons that actually function on slightly misaligned trains is more valuable than a highly precise pump arm graphic. I absolutely concur. It drives me batty when it looks like a fluid wagon is exactly aligned, but, owing to pi, isn't, and so the pumps can't connect. A fe...
by foamy
Tue Dec 01, 2020 2:54 am
Forum: Ideas and Suggestions
Topic: Delay combinator
Replies: 11
Views: 3122

Re: Delay combinator

Yeah guys, sorry, the original post did not explain why I really needed it. What I actually wanted, were just two control options: 1. Output a signal for N seconds, if a condition is met. (To let things operate for some time) 2. Output a signal, if a condition is met for N seconds (to avoid flicker...
by foamy
Mon Nov 30, 2020 10:50 pm
Forum: General discussion
Topic: Chain signals are overused
Replies: 23
Views: 8389

Re: Chain signals are overused

The problem with the second option is that learning to use signals in regular play is extremely punishing if you mess up. Leading to trains with cargo being destroyed if you mess up a single little thing. 99% of the train problems people complain about are some form of deadlock, not collissions. Th...
by foamy
Mon Nov 30, 2020 10:45 pm
Forum: Ideas and Suggestions
Topic: Add an option to disable the black stripes in zoomed-in map view
Replies: 19
Views: 4588

Re: Add an option to disable the black stripes in zoomed-in map view

Deadlock989 wrote:
Mon Nov 30, 2020 10:10 pm
There's nothing wrong with it. Should stay as it is.
They're visually pretty ugly and distracting.
by foamy
Mon Nov 30, 2020 10:48 am
Forum: Ideas and Suggestions
Topic: Delay combinator
Replies: 11
Views: 3122

Re: Delay combinator

I also miss the why in OP. This can be build with existing combinators. Not exactly as OP, because as said it would need on combinator per tick. If wanted I can paste the blueprints. I think I have mine from here: https://forums.factorio.com/viewtopic.php?f=193&t=29027 But there are lots of ide...
by foamy
Mon Nov 30, 2020 7:27 am
Forum: Ideas and Suggestions
Topic: Delay combinator
Replies: 11
Views: 3122

Re: Delay combinator

If you loop an arithmetic combinator into itself, doesn't it take 1 tick to process ? If I'm right, then you don't need 60x60 combinators, but just one that counts to 3600. Doesn't work, for two reasons: First: Presumably, the OP wants the original signal value. That requires at least a memory cell...
by foamy
Mon Nov 30, 2020 3:04 am
Forum: Balancing
Topic: Express transport belt to express underground belt, splitter recipe?
Replies: 9
Views: 3065

Re: Express transport belt to express underground belt, splitter recipe?

I don't want to be the downer, but I don't understand the difficulty here. You're saying that you have slow corners because you're saving the belts for making undergrounds instead of just flat upgrading them to expresses, but it isn't at all difficult to simply... make a few more belts and turn them...
by foamy
Mon Nov 30, 2020 1:56 am
Forum: Ideas and Suggestions
Topic: I'd like to be able to see my corpse on the map.
Replies: 55
Views: 23078

Re: Make Corpses More Visible

It's purposefully not marked/highlighted because it adds a challenge to finding your body back after you die since otherwise there's no drawback to death. But you can make a map marker after you die but before you respawn. If you remember to, and even then you've still got to find the damn thing am...
by foamy
Sun Nov 29, 2020 10:19 am
Forum: Ideas and Suggestions
Topic: Add the pointer feature to speaker-generated alerts
Replies: 1
Views: 570

Add the pointer feature to speaker-generated alerts

Real simple suggestion here: In 1.1, various game-generated alerts (missing materials, turrets engaging, and so on) will, if you hover over the notification icon, put either arrows or a large version of the alert icon on the screen, pointing out where it is in relation to your player. This doesn't w...
by foamy
Sun Nov 29, 2020 10:17 am
Forum: Ideas and Suggestions
Topic: I'd like to be able to see my corpse on the map.
Replies: 55
Views: 23078

Re: I'd like to be able to see my corpse on the map.

This would be a really nice thing to have (witness the number of mods adding it). You can work around the lack, but it still bites. In particular when you're trying to find your corpse among the endless ranks of the dead biters you created before you, say, accidentallied into your own nuke's blast f...
by foamy
Sun Nov 29, 2020 10:14 am
Forum: Gameplay Help
Topic: Mark all 1.1 Tipps read / prevent popping up?
Replies: 6
Views: 1877

Re: Mark all 1.1 Tipps read / prevent popping up?

valneq wrote:
Sat Nov 28, 2020 11:17 pm
foamy wrote:
Sat Nov 28, 2020 9:56 pm
A way to close the notification window without looking at the tips would also be appreciated.
If you disable "Show tutorial notifications" the window will never show up in the first place.

That's handy, but it's still a bad idea to have an uncloseable popup window.
by foamy
Sat Nov 28, 2020 9:56 pm
Forum: Gameplay Help
Topic: Mark all 1.1 Tipps read / prevent popping up?
Replies: 6
Views: 1877

Re: Mark all 1.1 Tipps read / prevent popping up?

A way to close the notification window without looking at the tips would also be appreciated.
by foamy
Thu Nov 26, 2020 8:42 am
Forum: Combinator Creations
Topic: OCD-safe count-perfect smart belt mixer
Replies: 23
Views: 7421

Re: OCD-safe count-perfect smart belt mixer

What happens if the drain jams? Or runs at half speed?
by foamy
Tue Nov 17, 2020 9:57 pm
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 27271

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap.

So your example of 'other odd inserter behaviour that should be fixed first' doesn't even exist . I don't know why your inserters are misbehaving but it's not vanilla behaviour. It does: you need to have an inserter be unable to insert one full stack and have some left over when the train leaves. T...

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