Search found 1068 matches
- Sat Feb 11, 2017 9:27 pm
- Forum: Ideas and Suggestions
- Topic: Beacon on/off via circuit network
- Replies: 25
- Views: 9311
Beacon on/off via circuit network
Beacons consume a lot of energy no matter if consumers are idle or not. You may use power switch but most of time its impossible as beacons are used in so tight designs that they can be powered down only togather with entire production line. I think it would be a nice feature if you could turn them ...
- Sat Feb 11, 2017 12:56 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 51863
Re: Friday Facts #177 - Difficulty settings
With the new difficulty options introduced what I would like to see is making a big switch for the preset difficulties like Easy/Normal/Hard/Insane/Custom with only Custom letting you use all those sliders while other having hard preset values. This will make it more convinient for the majority of p...
- Wed Feb 08, 2017 6:17 pm
- Forum: News
- Topic: Friday Facts #176 - Belts optimization for 0.15
- Replies: 101
- Views: 47083
Re: Friday Facts #176 - Belts optimization for 0.15
By the way. I was thinking of belt optimizations and multithreading and came up with an idea and I want to share it with you. I was thinking about segmentation of belts, rails etc. And I read about your division of the map into chunks and tries to process them separately with some sync procedures. B...
- Thu Jan 12, 2017 12:23 pm
- Forum: Ideas and Suggestions
- Topic: assembling machine
- Replies: 26
- Views: 9257
Re: assembling machine
While there is some demand for this feature I think this should not make its way into the game. Factorio is about making complex things out of simple elements. Every element has the most simple functionality possible. This particular device will be complex as hell no matter how do you solve material...
- Wed Jan 11, 2017 9:03 am
- Forum: Ideas and Suggestions
- Topic: Towards Sophisticated Train Loading
- Replies: 10
- Views: 6162
Re: Towards Sophisticated Train Loading
The best way to make a multi-cargo stations is locking wagon slots to a selected product and dedicating certain buffer chests+inserters to those goods. It does not make sense to make it more than 4 different good types per station. And it makes even less sense to feed the station via mixed belts. Y...
- Tue Jan 10, 2017 8:19 pm
- Forum: Ideas and Suggestions
- Topic: Towards Sophisticated Train Loading
- Replies: 10
- Views: 6162
Re: Towards Sophisticated Train Loading
First of all the total train load speed when using stack inserters is like 10 seconds while using 1 side of inserters and buffer chests are loaded. Implementing a smart loading system which contains belts will make this system too slow and unresponsitive no matter what logic are you going to impleme...
- Tue Jan 10, 2017 8:04 pm
- Forum: Ideas and Suggestions
- Topic: Tool belt improvements
- Replies: 22
- Views: 7665
Re: Tool belt improvements
As it has been proposed multiple of multiples of times Make the toolbelt a simple hotbar which does not contain items but contains only links to those items. It should display the total number of these items in your inventory. To compensate resulting inventory loss you should expand inventory by 10 ...
- Mon Jan 02, 2017 11:59 am
- Forum: Ideas and Suggestions
- Topic: Limits directly in assembly machines
- Replies: 19
- Views: 6472
Re: Limits directly in assembly machines
I am sure that adding circuit network connection to assemblers is a must have feature. You could implement several modes to it like on/off condition, inventory output, item build progress etc. It is up to a player where he should add circuit logic. Limiting here is not a good choice. This feature wi...
- Tue Dec 13, 2016 1:01 pm
- Forum: General discussion
- Topic: Belt buffers
- Replies: 37
- Views: 40995
Re: Belt buffers
These days I usually use a 'high bypass' buffer system. http://images.akamai.steamusercontent.com/ugc/480022441248078314/878FFE04FD8C2950D2C02F8E00C1180DAD3634C6/ In this configuration, the bulk of the material bypasses the buffer in order to reduce power consumption and make it non-blocking in a l...
- Mon Dec 12, 2016 2:18 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 74025
Re: Friday Facts #168 - Nightvision Nightmare
Here's another test example. I reduced the greyscale to %80, and made the biters stand out a bit more: https://forums.factorio.com/download/file.php?id=19230 It works really well with some of the other mechanics, like rail signal color, fire, headlights, and so on. Not all the images I edited turne...
- Thu Dec 08, 2016 4:06 pm
- Forum: Ideas and Suggestions
- Topic: Furnaces provide heat for boilers
- Replies: 33
- Views: 9729
Re: Furnaces provide heat for boilers
As I have already said in FF thread. It would be nice to separate water evaporator (boiler) device from heating device. It makes both devices' function clear. You might even have 2 different grades for boiler - for common say 200 dergees steam and for hight temperature high pressure one. This also o...
- Wed Dec 07, 2016 4:00 pm
- Forum: Implemented Suggestions
- Topic: Upgrade planner and automatic upgrades
- Replies: 7
- Views: 3658
Re: Upgrade planner and automatic upgrades
Personally I do not like the idea. Upgrading staff automaticly will always cause blackouts etc. Undesired shortages etc. You should always see what are the planned consequesces. This is why existing planner is a good tool. Even in this form it is not in vanilla game yet. You are talking about much m...
- Wed Dec 07, 2016 3:51 pm
- Forum: Ideas and Suggestions
- Topic: Shift Rick Click Assembler -> Shift Left Click Inserter
- Replies: 8
- Views: 2683
Re: Shift Rick Click Assembler -> Shift Left Click Inserter
I can't see the reason to mimick the recipe into filter inserter... Actually a common inserter will pick all required items and put the into assembler. Why would you need all these wires? Or is this a way to fill assembler's input buffer to the top instead of 2 cycles? Does that even work? If you ar...
- Wed Dec 07, 2016 10:19 am
- Forum: General discussion
- Topic: blueprints.factorio.com
- Replies: 10
- Views: 4933
Re: blueprints.factorio.com
storage is nice, but on offline creator would be awesome as well. The game itself is an excellent offline creator. Not long ago I did vote for the creation of online blueprint storage. Anyways this will be done this way or another. But there is an issue coming from this - people will mostly reuse a...
- Mon Dec 05, 2016 8:36 am
- Forum: News
- Topic: Friday Facts #167 - Reactors Operational
- Replies: 120
- Views: 57226
Re: Friday Facts #167 - Reactors Operational
As for nuclear power. I really like the idea of separating heat exchanger from the source of heat. This opens opportunities for different types of heat generators such as coal, oil products, nuclear etc. For example if you make heat exchanger 1x3 you can even keep old boilers in the game while remov...
- Mon Dec 05, 2016 7:49 am
- Forum: News
- Topic: Friday Facts #167 - Reactors Operational
- Replies: 120
- Views: 57226
Re: Friday Facts #167 - Reactors Operational
Second try: And nobody recognizes the "more interesting" stuff: https://us2.factorio.com/assets/img/blog/fff-167-red-desert-preview.jpg That curves have a wider radius. Looks like radius of 19 tiles. See https://forums.factorio.com/viewtopic.php?f=6&t=12603 and https://forums.factorio...
- Wed Nov 30, 2016 7:51 am
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 63718
Re: Friday Facts #166 - Combat Revisit
Really excited to see that you are going to take a look at the combat systems of the game - they are for me the weakest part of factorio in it's current form. I was playing around with some ideas I was thinking of making a mod for that would address this very thing. 1) Create a few more enemy types...
- Tue Nov 29, 2016 8:52 am
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 63718
Re: Friday Facts #166 - Combat Revisit
I have completed my suggestions in these few posts:
PSI Emitters for those who like peaceful ways
Weaponry mainly to rebalance existing weapons and add artillery
Combat drones and bots rework to make combat drones a separate class of bots which use roboports
PSI Emitters for those who like peaceful ways
Weaponry mainly to rebalance existing weapons and add artillery
Combat drones and bots rework to make combat drones a separate class of bots which use roboports
- Tue Nov 22, 2016 3:58 pm
- Forum: Ideas and Suggestions
- Topic: Option: Grid While Placing Item
- Replies: 12
- Views: 4047
Re: Option: Grid While Placing Item
Great idea, adding much QoL to the game
- Tue Nov 22, 2016 3:54 pm
- Forum: Combinator Creations
- Topic: Movie Player
- Replies: 86
- Views: 465662
Re: Movie Player
This is so outstanding Dave!
I can't imagine how much time it took to load the memory with data tho...
And the design is just awesome
I can't imagine how much time it took to load the memory with data tho...
And the design is just awesome