Search found 365 matches
- Sun Sep 02, 2018 1:08 am
- Forum: Ideas and Suggestions
- Topic: Allow Circuit Network knowledge of object ghosts
- Replies: 1
- Views: 1008
- Fri Aug 31, 2018 11:17 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network connections for splitters
- Replies: 44
- Views: 18090
Re: Circuit network connections for splitters
This really is needed. Especially in the case of split logistics networks along a fortified resource bus, which itself is a workaround for not being able to control bot traffic. Those split networks still need robots, repair packs, walls, etc.. and drones cannot deliver them if the bus snakes throug...
- Wed Aug 29, 2018 1:27 pm
- Forum: Development Proposals
- Topic: Peace with Aliens
- Replies: 205
- Views: 221329
Re: Peace with Aliens
That would be great! Maybe spitters could make acid ammo. Each base would have different methods of peace making. Small bases would ask for less pollution, whereas large bases(15+ spawners) would ask for walls and turrets. This could prevent ore out posts from being flattened. :D I imagined an acid...
- Tue Aug 28, 2018 7:24 pm
- Forum: Gameplay Help
- Topic: Combinator Wizard needed! Train releaser logic
- Replies: 7
- Views: 3538
Re: Combinator Wizard needed! Train releaser logic
Would this work?
I > 0 output green input
Train 1 wait until green >=1 train 2 until green >=2 etc.
Send train ID to T > 0 output T 1 then to T * -1 output green.
I > 0 output green input
Train 1 wait until green >=1 train 2 until green >=2 etc.
Send train ID to T > 0 output T 1 then to T * -1 output green.
- Tue Aug 28, 2018 5:18 pm
- Forum: Gameplay Help
- Topic: 16.51 Can't Bend Conveyors When Building Backwards
- Replies: 2
- Views: 1488
Re: 16.51 Can't Bend Conveyors When Building Backwards
This is because it is the source side that is bent. When you build backwards in a line then place a belt perpendicular and pointing to the last placed belt, the source side of the previous belt is what is bent, not the one you are placing. This bend is automatic, and you can see by removing the belt...
- Tue Aug 28, 2018 3:06 pm
- Forum: Gameplay Help
- Topic: I want huge biter attacks
- Replies: 2
- Views: 909
I want huge biter attacks
In the map generator advanced, there is an option to increase the biter attack group size. But it caps out at 50.. Is there a way to set this higher than 50 using a command? I want to create a situation where too much pollution would result in massive, overwhelming attack waves. I would also like to...
- Mon Aug 27, 2018 2:31 am
- Forum: Implemented Suggestions
- Topic: Bots as dots on map overview
- Replies: 14
- Views: 6772
Re: Bots as dots on map overview
Looks really cool, thanks!
- Fri Aug 24, 2018 3:51 pm
- Forum: Implemented Suggestions
- Topic: Pause Logistics Queues / Turn off logistic system requests
- Replies: 59
- Views: 19924
Re: Switch to disable logistic slots
Or better yet, the ability to set logistic slot profiles.
I like the idea of disabling as well.
I like the idea of disabling as well.
- Fri Aug 24, 2018 3:48 pm
- Forum: Ideas and Suggestions
- Topic: Rocket Silo should connect to circuit network
- Replies: 50
- Views: 16481
Re: Add output to Rocket Silo
Good idea!
- Fri Aug 24, 2018 3:39 pm
- Forum: Implemented Suggestions
- Topic: Bots as dots on map overview
- Replies: 14
- Views: 6772
Re: Bots as dots on map overview
Sweet!darkfrei wrote:Here's the mod for it:
https://mods.factorio.com/mod/ShowBotsOnMap
- Fri Aug 24, 2018 3:38 pm
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 111
- Views: 51147
Re: Friday Facts #257 - NPE/Campaign update
Thanks to the devs. The new recipe changes all look very nice. Particularly the separation of rocket fuel and addition of rocket parts in atomic bomb and MK2 recipes.
Thanks!
Thanks!
- Wed Aug 22, 2018 10:41 pm
- Forum: Balancing
- Topic: Speed modules are sometimes more efficient than Efficiencies
- Replies: 31
- Views: 67605
Re: Speed modules are sometimes more efficient than Efficiencies
I wonder if the modules should be re-worked. Here is an idea: Remove efficiency module. Speed modules increase power consumption, increase resource cost, increase pollution, decrease speed. From an realistic standpoint, this is like running a machine hot to make it faster, but costing more power, wa...
- Tue Aug 21, 2018 9:21 pm
- Forum: General discussion
- Topic: 0.16 Map generation Feedback
- Replies: 210
- Views: 105338
Re: 0.16 Map generation Feedback
Try using a splitter with filtered output.Avezo wrote:I wish there was an option for "never create mixed ore patches"
- Tue Aug 21, 2018 9:05 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Edit - Ability to Zoom In/Out
- Replies: 50
- Views: 19751
Re: Blueprint Edit - Ability to Zoom In/Out
+1
Ran into this when I tried to make a large BP and edit out certain things. There was no way I could because everything was way too small.
Ran into this when I tried to make a large BP and edit out certain things. There was no way I could because everything was way too small.
- Tue Aug 21, 2018 1:21 pm
- Forum: Ideas and Suggestions
- Topic: Water ghost auto land fills
- Replies: 3
- Views: 1001
Re: Water ghost auto land fills
Personally I would rather see something like the platform mod (https://mods.factorio.com/mod/platforms) integrated. That would allow you to lay down a large extent of land for a nuclear plant or a refinery, then remove selected tiles, if you want to add a water paum there. It does support placing t...
- Tue Aug 21, 2018 1:13 pm
- Forum: Implemented Suggestions
- Topic: Bots as dots on map overview
- Replies: 14
- Views: 6772
Re: Bots as dots on map overview
The heat map would be great too. Either one would reveal pathing problems and logistic loops.Koub wrote:Wouldn't this be even better ? viewtopic.php?f=6&t=62157
- Tue Aug 21, 2018 3:00 am
- Forum: Implemented Suggestions
- Topic: Bots as dots on map overview
- Replies: 14
- Views: 6772
Bots as dots on map overview
When logistics map option pressed, showing bots on map overview would be helpful to spot issues.
- Tue Aug 21, 2018 2:53 am
- Forum: Ideas and Suggestions
- Topic: Water ghost auto land fills
- Replies: 3
- Views: 1001
Water ghost auto land fills
as title says. Would save a lot of time IMO
Not sure why construction bots cant place land fill already.
Not sure why construction bots cant place land fill already.
- Mon Aug 20, 2018 6:45 pm
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 48774
Re: Friday Facts #256 - The little things 3
Can't say I agree with the belt immunity thing. Belts move, if you stand on them you will move.. I don't know how an armor module is supposed to change that. I would have just left it as is. If it's that big of an issue, do something like grated belt covers or a hovercraft. Also, what manner of blac...
- Wed Aug 15, 2018 10:18 pm
- Forum: Technical Help
- Topic: [0.16.51] "Server is not responding" while downloading map
- Replies: 5
- Views: 2840
Re: [0.16.51] "Server is not responding" while downloading map
Log says your running Linux headless 16.51 A friend and I had the same exact problem and when we put the map on a windows box it suddenly worked fine.