Search found 59 matches
- Tue Jan 05, 2021 10:48 am
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 61600
Re: Optimization idea: abstraction
I have an idea for a mechanism which could feasibly be used to make parts of the factory virtualizeable. Also seems like it would fit into the game reasonably well and has additional uses in general gameplay. Concept: Synchronized Factory Blocks A synchronized factory block would be an arbitrary col...
- Sun Dec 27, 2020 7:50 pm
- Forum: General discussion
- Topic: Mods...
- Replies: 11
- Views: 3927
Re: Mods...
When I consider the question, I come up with a simple solution and a complex solution. The simple solution is to set up an updater/launcher/configuration program which maintains multiple versions of Factorio (and which would load and run whichever version is requested by the mods/modpack). The compl...
- Thu May 28, 2020 9:15 pm
- Forum: Angels Mods
- Topic: 1-to-N sorting of ores: Is there any hope?
- Replies: 12
- Views: 4776
Re: 1-to-N sorting of ores: Is there any hope?
The most fun way I can think of to balance it would be to significantly raise the efficiency of 1-N sorting and provide a set of alternate ore generators which consume manufactured products/intermediates instead of raw resources - preferably products which are predominately made of one metal but als...
- Mon May 18, 2020 5:28 pm
- Forum: Show your Creations
- Topic: Train Death Prompted circuit solution :) (Level Crossing Warning Lights)
- Replies: 23
- Views: 9469
Re: Train Death Prompted circuit solution :) (Level Crossing Warning Lights)
Trains are really just thinly disguised biters. If you really want train-safety, wall off all of your tracks, set up gated crossing points, and wire up all of your train stops to disable the moment you enter a crossing point anywhere in your system.
- Fri May 15, 2020 9:04 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod idea: Caketorio. Like Factorio but recipes are food recipes.
- Replies: 7
- Views: 2730
Re: Mod idea: Caketorio. Like Factorio but recipes are food recipes.
You got my vote but only if you can bake cupcakes. You probably don't want to belt those. 1 Dough and 1 frosting makes a dozen cupcakes. The Industry-Standard Solution is to [individually] place each cupcake into a wrapper, then load wrapped cupcakes onto trays, then load the trays into racks, then...
- Mon May 11, 2020 9:06 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod Idea: Train propulsion by linear induction motor
- Replies: 2
- Views: 1229
Re: Mod Idea: Train propulsion by linear induction motor
I thought a bit more about how it can work. I think it would work reasonably well to use rail stops and train signals as anchor points for launch track. The next rail signal could be used to determine whether the train should accelerate or decelerate (green/yellow/blue -> accelerate, red -> attempt ...
- Mon May 11, 2020 7:35 am
- Forum: Ideas and Requests For Mods
- Topic: Mod Idea: Train propulsion by linear induction motor
- Replies: 2
- Views: 1229
Mod Idea: Train propulsion by linear induction motor
The general idea is to add a new type of locomotive that use rapidly accelerates or decelerates on launch tracks and passively coasts along on regular track. This would allow trains to get in and out of stations & busy junctions much more quickly, make railroads substantially more complex & ...
- Fri May 08, 2020 4:19 am
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 61600
Re: Optimization idea: abstraction
Seems to me that the there are a few potential optimizations closely related to the topic which might be a bit more realistic for common cases: There may be performance to gain simply by identifying factory modules which are isolated from the rest of the factory and processing them separately from t...
- Tue May 05, 2020 4:19 pm
- Forum: General discussion
- Topic: Request: Max number of trains for stations
- Replies: 93
- Views: 41146
Re: Request: Max number of trains for stations
It seems to me that the train-with-no-destination problem can be resolved by allowing trains to go to a depot when there are no valid/reachable stops on its schedule. Or even better: Conditional train stops, with 'next mandatory stop is disabled/unavailable' as one of the conditions which would caus...
- Fri May 03, 2019 7:12 pm
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 56036
Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
I am not opposed to breaking mods -- but I do think that it would be nice if mod-breakage could be tracked (at least on the level of mod + required dependencies), such that mods that break (either raising an exception during load or referencing a renamed vanilla entity) in a pending update (not yet ...
- Wed May 01, 2019 6:44 am
- Forum: Gameplay Help
- Topic: What consumes UPS?
- Replies: 18
- Views: 5026
Re: What consumes UPS?
What is UPS unfriendly with large warehouses is that every time an inserter wants to ... insert something in a container, it has to cycle through all the slots to see it there is room in that slot for the given item. The source with a lot of details here : https://forums.factorio.com/viewtopic.php?...
- Tue Apr 30, 2019 1:19 am
- Forum: Ideas and Requests For Mods
- Topic: Thinking about improving my Routing / Logistics mod
- Replies: 4
- Views: 1552
Re: Thinking about improving my Routing / Logistics mod
Short-distance item teleportation is intended to make the routing system accessible (I would really prefer it be comparable in difficulty to a bot-based logistics setup) and cut down on the logistic hub footprint a bit. Not having the teleportation is what drove a lot of the difficulty in the previo...
- Tue Apr 30, 2019 12:10 am
- Forum: Ideas and Requests For Mods
- Topic: Thinking about improving my Routing / Logistics mod
- Replies: 4
- Views: 1552
Re: Thinking about improving my Routing / Logistics mod
Over the past couple days, I went from thinking about it to starting development (because I want the new mod more than I want the ideas to merely be floated). The mod (both the previous one and the planned one) is pretty abstract (and a lot of it is in the 'coherent only in my head' phase), so I'll ...
- Wed Apr 24, 2019 11:13 pm
- Forum: Ideas and Requests For Mods
- Topic: Thinking about improving my Routing / Logistics mod
- Replies: 4
- Views: 1552
Thinking about improving my Routing / Logistics mod
Some time ago, I put together a mod that can be used to route items across a complex network of belts & inserters (general logistics for bot haters). It works off of circuit-network signals (inputs are signals repeesenting network topology, supplied items, requested items, and processing trigger...
- Sat Apr 20, 2019 5:17 pm
- Forum: General discussion
- Topic: Finding myself not playing because of dreary atmosphere
- Replies: 8
- Views: 3030
Re: Finding myself not playing because of dreary atmosphere
I also noticed this, though I tend to be a bit more bothered by graphical inconsistency between things from the base game and things added by mods. I think that it would be nice to have a mod which completely replaces the base game graphics with something simple/minimalist which emphasizes colors an...
- Mon Apr 15, 2019 8:22 am
- Forum: General discussion
- Topic: [Academic problem] 8 way intersection without roundabout?
- Replies: 13
- Views: 5724
Re: [Academic problem] 8 way intersection without roundabout?
Simplest thing I can think of is to invert all of the "diagonal" lanes (flip half of the roads between left and right hand drive), join the inverted lanes with the then-aligned lanes on either side (either merge or run them along-side), and feed it into your choice of 4-way intersection (m...
- Sat Apr 06, 2019 5:03 am
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 58606
Re: Friday Facts #289 - Character GUI
I think that character logistic requests could be improved a lot by adding a mechanism to make one-time requests (non-persistant) for a specific amounts of items - such requests would be independent of the current inventory and would not persist after fulfillment (possibly even make it work like pul...
- Mon Apr 01, 2019 10:19 am
- Forum: Combinator Creations
- Topic: An Asynchronous Multiplexing system (CSMA/CD on a Factorio Wire!)
- Replies: 2
- Views: 3267
An Asynchronous Multiplexing system (CSMA/CD on a Factorio Wire!)
I have designed a transmitter which is able to share a single circuit network with an arbitrary number of other transmitters of the same design. The transmitter is clockless (doesn't use time slots, opting instead to attempt immediate transmission and use collision detection and resolution). It send...
- Tue Mar 26, 2019 4:10 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.18] Inventory not visible in crafting window (E)
- Replies: 19
- Views: 6044
Re: [0.17.18] Inventory not visible in crafting window (E)
I found a partial workaround for this (and presumably a specific place to start troubleshooting from): I was able to get my inventory to mostly show (7.5 rows of it and scrollable) by putting the Custom UI scale slider at 75% (Interface Settings).
- Fri Mar 15, 2019 10:07 am
- Forum: Implemented Suggestions
- Topic: Ability to limit the number of simultaneous inbound trains to a train stop
- Replies: 3
- Views: 2459
Ability to limit the number of simultaneous inbound trains to a train stop
TL;DR Add an optional parameter to train stops to limit the number of simultaneous inbound trains. What ? The train stop GUI should provide an optional field for specifying the maximum number of *inbound trains. When the limit is reached, any other trains that would otherwise be routed to that stop...