Search found 38 matches

by Bytenex
Thu Jul 09, 2015 7:26 pm
Forum: Ideas and Suggestions
Topic: Safe Rail Crossing
Replies: 31
Views: 16330

Re: Safe Rail Crossing

I still think this Idea is worth beeing implemented. Suggestion v2 after the discussion: => Gates react to rail signals => Green rail state: Gate will open normally (green lights) => Yellow rail state: Gates change light color to indicate an aproaching train (yellow lights) => Red rail state: Gate w...
by Bytenex
Mon Jul 06, 2015 1:54 pm
Forum: Ideas and Suggestions
Topic: More smart inserter options
Replies: 10
Views: 3381

Re: More smart inserter options

Maybe this is not a real functional fix but maybe could be implemented with ease to make it a little bit more sophisticated. Maybe you don't Need it in the future because of patch 0.12.

Combinators will do this stuff in the future.
http://www.factorio.com/blog/post/fff-88
by Bytenex
Mon Jul 06, 2015 1:51 pm
Forum: Implemented Suggestions
Topic: Blueprint catalogue (instead of putting BPs in inventory)
Replies: 28
Views: 11146

Re: Blueprint catalogue (instead of putting BPs in inventory)

Hm. We can begin tomorrow to create a blueprint catalogue. We (the community) has everything to do this now: The blueprint-manager and the wiki (and making screenshoots of course). Every type of blueprint has an own page, including the pics, the blueprint (as string, which can be copied into clipbo...
by Bytenex
Mon Jul 06, 2015 1:48 pm
Forum: Ideas and Suggestions
Topic: Safe Rail Crossing
Replies: 31
Views: 16330

Re: Safe Rail Crossing

Maybe thats an idea too. Normally the gate where you came from shouldn't close so you could always drive backwards in our case but a one-sided lock would be really neat.
by Bytenex
Sun Jul 05, 2015 5:58 pm
Forum: Implemented Suggestions
Topic: Blueprint catalogue (instead of putting BPs in inventory)
Replies: 28
Views: 11146

Re: Blueprint catalogue (instead of putting BPs in inventory

+1 . I also wanted to suggest such a thing :) One more functionality I think could be added into this "Blueprint catalog" is a "blueprint designer" - an option to open an existing or new blueprint to edit in a new ui, a bit like the map editor or sandbox mode, but with no terrai...
by Bytenex
Sun Jul 05, 2015 5:54 pm
Forum: Outdated/Not implemented
Topic: Modular Underground Belt Length
Replies: 6
Views: 13677

Re: Modular Underground Belt Length

Maybe what he wanted to say is that underground transport belts aren't that long because devs don't want people to build everything underground. Imho thats totally okay. You should use underground transport belts only to cross intersections.
by Bytenex
Sun Jul 05, 2015 4:33 pm
Forum: Ideas and Suggestions
Topic: Safe Rail Crossing
Replies: 31
Views: 16330

Re: Safe Rail Crossing

Gates already open shouldn't close when a train is approching. Only close gates will stay close. In this setup there would have to be two approching trains and a larger gap between the rails to really get you locked. Maybe give them a yellow state to tell the player that a train is on its way but no...
by Bytenex
Sun Jul 05, 2015 12:22 pm
Forum: Outdated/Not implemented
Topic: Send players current time as event to all others
Replies: 15
Views: 19089

Re: Send players current time as event to all others

Uh. So you need to remove intermediately your mouse and keyboard, when playing! Hurry up, you are injuring the rules of determinism! :) Deterministic in this case (Factorio) means of course, that the events, that needs to be triggered from outside are handled in the same way on all instances (clien...
by Bytenex
Sun Jul 05, 2015 12:12 pm
Forum: Ideas and Suggestions
Topic: Better Power Generation Indicators
Replies: 10
Views: 5150

Re: Better Power Generation Indicators

I would rather suggest building more accus because the problem is not the rate of production but rather the maximum capacity stored for the night. But still this isn't the problem. He is just suggesting that some kind of "max energy consumed/produced" would be a nice feature to calculate w...
by Bytenex
Sun Jul 05, 2015 12:06 pm
Forum: Ideas and Suggestions
Topic: Safe Rail Crossing
Replies: 31
Views: 16330

Re: Safe Rail Crossing

For all the critics: http://www.factorio.com/blog/post/fff-87

Image

Look at the picture for the concrete paths. He already built a setup worth a working crossing.
by Bytenex
Sun Jul 05, 2015 11:50 am
Forum: Outdated/Not implemented
Topic: Send players current time as event to all others
Replies: 15
Views: 19089

Re: Send players current time as event to all others

[Player 1]: 12:00 - 01.01.1970 [Player 2]: 18:00 - 01.01.1970. The time from player 2 is needed to keep the game deterministic. Deterministic means: All events have to happen on all clients in the same way. Sending time is an event. I think you don't get the definition of deterministic. It means th...
by Bytenex
Sun Jul 05, 2015 11:30 am
Forum: Ideas and Suggestions
Topic: Safe Rail Crossing
Replies: 31
Views: 16330

Re: Safe Rail Crossing

I don't know how 0.13 will fix this problem Factorio 0.13 (2015) -> Second part of the endgame (space platform building) -> (maybe) Proper tech tree. -> (maybe) Oil extension (boiler for oil, oil wagon). -> Remake of turrets. Also new type of turrets. -> Fight revisit (balancing, tanks more enemies ...
by Bytenex
Sun Jul 05, 2015 11:12 am
Forum: Ideas and Suggestions
Topic: Better Power Generation Indicators
Replies: 10
Views: 5150

Re: Better Power Generation Indicators

Maybe there is a simpler solution. Why not make some kind of calculator. E.g. you could set your energy consumers and generators and the calc will tell you the possible max outputs. It's not dynamic because it doesn't have to. It's just do some calculations about your energy. It would answer the que...
by Bytenex
Sun Jul 05, 2015 10:49 am
Forum: Outdated/Not implemented
Topic: Send players current time as event to all others
Replies: 15
Views: 19089

Re: Send players current time as event to all others

As SillyFly already mentioned: I don't get it. Who needs the current time in-game? 1. Local time E.g. my chat reads this: [Player 1]: 12:00 - 01.01.1970 [Player 2]: 18:00 - 01.01.1970. What information do I get from this? Oh my american friend is in America and I'm in Europe... Fine I already know t...
by Bytenex
Sun Jul 05, 2015 10:33 am
Forum: Ideas and Suggestions
Topic: Safe Rail Crossing
Replies: 31
Views: 16330

Re: Safe Rail Crossing

Maybe my picture is a little confusing. Because some people are discussing about 3 blocks away... No! I mean you could do any length. Just make the gates react to trains on this part of the track. railcrossing.PNG This for example would work very well. Maybe the train signals even further away. The ...
by Bytenex
Fri Jul 03, 2015 4:55 pm
Forum: Ideas and Suggestions
Topic: Safe Rail Crossing
Replies: 31
Views: 16330

Re: Safe Rail Crossing

I know but this implies that my train signal is always near my crossing (won't function atm in certain szenarios). It would also be a bit smoother if you could do something like traffic control. Especially when playing with friends. Also I don't see a big problem in implementing this as all the func...
by Bytenex
Fri Jul 03, 2015 3:28 pm
Forum: Ideas and Suggestions
Topic: Safe Rail Crossing
Replies: 31
Views: 16330

Safe Rail Crossing

Hello, I'm not quite sure if this has already been proposed but I think there should be a way to manage cars crossing rails. At the moment you have to be very careful near rails (especially if there are more than one) to not get hit by a train when crossing. It shouldn't be a problem to make gates t...
by Bytenex
Fri Jun 26, 2015 7:18 pm
Forum: News
Topic: Friday Facts #92 - Personal roboport
Replies: 78
Views: 52103

Re: Friday Facts #92 - Personal roboport

Already hyped too. Looking forward to do weird stuff with this personal army. Also waiting for headless server with 0.12 even if the multiplayer already worked very well with 3 people over internet. Oh and not to forget the combinators. Maybe a few more cable colours and you could almost write a com...

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