Search found 225 matches
- Wed Dec 16, 2020 11:56 am
- Forum: Combinator Creations
- Topic: Remote Controlled Circuit Switch
- Replies: 22
- Views: 9904
Re: Remote Controlled Circuit Switch
here's one using 2 combinators: OK that will beat me on a single swich. But when it comes to serial switches this may have a better ratio ... It is only two combinators for the setup and one for any electric switch to observe. Bild_2020-12-16_125535.png Bild_2020-12-16_125638.png 0eNrVmdtuozAQht/Fl...
- Tue Dec 15, 2020 11:49 pm
- Forum: Combinator Creations
- Topic: Remote Controlled Circuit Switch
- Replies: 22
- Views: 9904
Re: Remote Controlled Circuit Switch
Without power, combinators don't change their output, no matter their input. So when you disconnect the arithmetic combinator from the power network, it will still output A=1 Oh ... it seems I've miss that. With use of endless counter you can reduce it to just 3 combinators ... Bild_2020-12-16_0047...
- Tue Dec 15, 2020 9:02 pm
- Forum: Combinator Creations
- Topic: Remote Controlled Circuit Switch
- Replies: 22
- Views: 9904
Re: Remote Controlled Circuit Switch
I created a remote switch ispired by the pump and tank design but without the need for a fluid. In case there is no water around. Further refined: Wow! This is amazing. (Only just checked back on this now, oops.) Exactly what I was hoping to manage, nice and compact and no dependency on fluid or ac...
- Sat Dec 05, 2020 9:08 pm
- Forum: Ideas and Suggestions
- Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
- Replies: 67
- Views: 21438
Re: Option to disable no-power flashing
+1 No flashing should be an option at least for modder. There are Mods which alter the icons and some who disable warnings completely - but there are no mods for "no blinking" because it seems to be hard coded. And as stated before color coding is nice for me and maybe the devs, but shape ...
- Fri Dec 04, 2020 11:03 pm
- Forum: Ideas and Suggestions
- Topic: Change colors of efficiency and/or productivity modules?
- Replies: 14
- Views: 3122
Re: Change colors of efficiency and/or productivity modules?
The productivity modules are "red". Except they don't necessarily look red even if you have "normal" colour vision because colour is not only a matter of photons emitted or the biological structure of your retina. For two years I interpreted productivity modules, with my "n...
- Mon Nov 30, 2020 1:35 am
- Forum: Not a bug
- Topic: [1.0.0] Blueprints with waterfill and buildings above work not as expected
- Replies: 6
- Views: 2205
Re: [1.0.0] Blueprints with waterfill and buildings above work not as expected
It was changed back again after playtesting found it didn't work well. So you may consider my suggestion to use the same mechanic as in "destroying cliffs" and "removing trees". It's already there and work well, so I assume it should also work with LF. Just let the object placin...
- Mon Nov 30, 2020 12:13 am
- Forum: Implemented in 2.0
- Topic: Fix Landfill Blueprinting
- Replies: 23
- Views: 5908
BP with LF deploy in one step
TLDR BP with LF deploy in one step Current behavior: Place a blueprint with landfill and buildings on top on some water tiles. Your bots will immediately start to place the land fill, but will forget about the buildings on top. You have to place the BP a second time to place the buildings. On large...
- Sun Nov 29, 2020 11:57 pm
- Forum: Not a bug
- Topic: [1.0.0] Blueprints with waterfill and buildings above work not as expected
- Replies: 6
- Views: 2205
- Sun Nov 29, 2020 11:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.2] When loading 1.1.1 save, some Spidertrons are gone
- Replies: 6
- Views: 4239
- Wed Nov 25, 2020 8:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.0] Belt performance regression
- Replies: 19
- Views: 9620
Re: [boskid][1.1.0] Belt performance regression
To remove all the remaining lag spikes (when interacting with belts) i would have to disable the whole groupping logic and i will not sacrifice that just because of one extremally unfortunate save file. Would it be possible to make it an option in "settings"? So one who have such corner-c...
- Tue Nov 24, 2020 11:02 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 129673
Re: Version 1.1.0
Is it right, that default upgrade of chests is removed? Or is it a bug?
Normnaly I've used upgradeplaner in default mode (empty) for upgrading inserters and chests.
For inserters it works fine, but if I use UP on wooden chests ist will do nothing.
Normnaly I've used upgradeplaner in default mode (empty) for upgrading inserters and chests.
For inserters it works fine, but if I use UP on wooden chests ist will do nothing.
- Thu Nov 19, 2020 9:03 pm
- Forum: Ideas and Suggestions
- Topic: Option for disabling artillery auto target
- Replies: 11
- Views: 21899
Re: Option for disabling artillery auto target
+1
especialy for train artillery
especialy for train artillery
- Fri Nov 13, 2020 1:49 am
- Forum: Implemented in 2.0
- Topic: Free cables/wires (Poles contain all)
- Replies: 34
- Views: 25258
- Sat Nov 07, 2020 9:25 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 135
- Views: 40477
Re: Roboports should output missing materials to circuit network
[Koub] Merged into older topic with same suggestion. I now see why my searching for "needed items" not match "missing materials" ... I admire you moderators for finding what belongs together - I'll never understand how you do that ... did you remember every toppic or use you kin...
- Fri Nov 06, 2020 10:31 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 135
- Views: 40477
Circuit Connection Roboport - Add "needed Items"
Sometimes the logistic network of an outpost has the need of certain items (it is shown as alert right next to the shortcuts). What if you could connect a roboport to a circuit network and read out this needs? - You could send a train to that outpost with exacly the needed things - fully automated (...
- Wed Oct 28, 2020 1:32 am
- Forum: Not a bug
- Topic: [1.0.0] Blueprints with waterfill and buildings above work not as expected
- Replies: 6
- Views: 2205
Re: [1.0.0] Blueprints with waterfill and buildings above work not as expected
This exact topic was covered here.., https://forums.factorio.com/viewtopic.php?p=515977#p515977 Hi Koub That isn't correct - it is NOT the exact thing. The person in that topic likes to have a way to automaticly ADD LF if needetd - or a way to add LF to an existing BP. - The way is to use editor to...
- Wed Oct 28, 2020 1:09 am
- Forum: Ideas and Suggestions
- Topic: Expand Tutorial Mode into Blueprint Editor
- Replies: 8
- Views: 3992
Adding a blueprint editor based on tutorial-layer
TL;DR Add a button in blueprint-window to "realy edit" a blueprint. If you click that button you will enter a sandbox layer like "totorial" (that layer with nothing but chessboard-pattern) where you can edit your BP. What ? Open up blueprint and you have the possibility to REMOV...
- Wed Oct 28, 2020 12:35 am
- Forum: Not a bug
- Topic: [1.0.0] Blueprints with waterfill and buildings above work not as expected
- Replies: 6
- Views: 2205
[1.0.0] Blueprints with waterfill and buildings above work not as expected
Short: Blueprints with waterfill and buildings above them will only place waterfill and no buildings if placed on water. This behavior is different to other situaions where "waiting" is an option (see below). What to do to reproduce (and see the bigger problem): First create a blueprint w...
- Sun Sep 06, 2020 6:04 pm
- Forum: Releases
- Topic: Version 1.0.0
- Replies: 130
- Views: 99362
Re: Version 1.0.0
Awesome
- Sun Sep 06, 2020 3:57 pm
- Forum: Ideas and Suggestions
- Topic: Spidertron repath if stuck
- Replies: 7
- Views: 2657
Spidertron path finding (RC)
short and easy
Currently the remote controlled spidertron has no pathfinding (as devs say). So it may stuck at big lakes.
I suggest to add kind of pathfinding to remote controlled spidertron.
Backgrounds and screenshots could find on "not-a-bug"-bug here.
Currently the remote controlled spidertron has no pathfinding (as devs say). So it may stuck at big lakes.
I suggest to add kind of pathfinding to remote controlled spidertron.
Backgrounds and screenshots could find on "not-a-bug"-bug here.