Search found 205 matches

by Tinyboss
Thu Aug 13, 2015 5:57 pm
Forum: General discussion
Topic: Should logistic bots be necessary?
Replies: 21
Views: 13831

Re: Should logistic bots be necessary?

bobucles wrote:If the chest has room for two inserters, why not use two inserters? Seems a waste of space to not max out the goods.
Yeah, the input rows could be shortened at the expense of requiring red belts everywhere. Good catch.
by Tinyboss
Thu Aug 13, 2015 1:39 pm
Forum: General discussion
Topic: Should logistic bots be necessary?
Replies: 21
Views: 13831

Re: Should logistic bots be necessary?

On the one hand, each inserter is only getting fed by two belt inserters, so that's not very efficient--there should be five each for maximum exploitation of the stack size bonus. On the other hand, you've pointed out that 24 inserters can be aimed at a single assembler! Looks like another challenge...
by Tinyboss
Thu Aug 13, 2015 1:32 pm
Forum: Off topic
Topic: tf2 gun mettle update
Replies: 2
Views: 6748

Re: tf2 gun mettle update

It doesn't bother me. I actually find the contracts to be fun, or at least the first half dozen were. It got me to play some maps, classes, and game modes that I don't normally spend time with. I'd love to see them expand on that, actually, as long as the rewards are always cosmetic only. I don't ev...
by Tinyboss
Thu Aug 13, 2015 1:03 pm
Forum: Off topic
Topic: Games Like Factorio
Replies: 213
Views: 423661

Re: Games Like Factorio

If you mention gnomoria, you must also say Dwarfen Fortress I was just reading through this thread again, thinking, "what, nobody has mentioned Dwarf Fortress ?!" And I got scooped in the last post. For anyone who doesn't know DF, just imagine Factorio, with incomprehensible ASCII graphic...
by Tinyboss
Wed Aug 12, 2015 8:34 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 65245

Re: Picker: A new tool for easily selecting items from inventory

Really useful, I prefer this to the Eyedropper. I do have one small request though: When using bob's electronic mod, or any other mod that makes the start game phase take longer, even getting to the yellow Picker can actually be quite a trial. Could you make the yellow one even cheaper, please? May...
by Tinyboss
Wed Aug 12, 2015 1:44 pm
Forum: Show your Creations
Topic: My mixed-belt inserter factory
Replies: 5
Views: 12607

My mixed-belt inserter factory

Following roy777's Reddit post on passive logistical loops, I made this factory for producing the four useful types of inserter. (For those unfamiliar with the design, all the intermediate materials and final products go on the single main loop, and are pulled off as needed. Looking at the fast inse...
by Tinyboss
Tue Aug 11, 2015 7:52 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 65245

Re: Picker: A new tool for easily selecting items from inventory

Awesome. I am trying it now! Two issues I ran into: If you build it to your inventory you can't put it in the shortcut bar because you can't move your mouse to the shortcut bar without it deselecting. And when I did it just disappeared when I tried to move it and I had to build another. Yeah, there...
by Tinyboss
Tue Aug 11, 2015 7:49 pm
Forum: Implemented Suggestions
Topic: Ghost building without item in inventory
Replies: 8
Views: 5795

Re: Ghost building without item in inventory

How do we select it? Left-click, right-click, and shift-click are already taken. Control-click to grab a stack of zero?
by Tinyboss
Tue Aug 11, 2015 1:49 am
Forum: Mods
Topic: Eyedropper - An easier way to pick items from your inventory
Replies: 13
Views: 22769

Re: Eyedropper - An easier way to pick items from your inventory

Hey guys, check the OP, I implemented billw's suggestion as a new mod called Picker. I think it works really well.
by Tinyboss
Tue Aug 11, 2015 1:01 am
Forum: General discussion
Topic: What are your Factorio quirks?
Replies: 35
Views: 24093

Re: What are your Factorio quirks?

I have to pick up every alien artifact, even if I've already got 30,000 of them in storage and I've researched everything except Follower Robot Count N+1.
by Tinyboss
Tue Aug 11, 2015 12:59 am
Forum: Ideas and Suggestions
Topic: Use personal bots automatically when out of build range
Replies: 15
Views: 6221

Re: Use personal bots automatically when out of build range

SHiRKiT wrote:Not quite the topic, but I'm already making a mod to handle this. It's not the best, but does the job.
How does it work? I mean, from the player's perspective?
by Tinyboss
Mon Aug 10, 2015 9:24 pm
Forum: Ideas and Suggestions
Topic: Small idea for Roboport
Replies: 2
Views: 1242

Re: Small idea for Roboport

I think if you have that many bots, then the need to charge them is already going to push you to add more roboports.
by Tinyboss
Mon Aug 10, 2015 9:22 pm
Forum: Ideas and Suggestions
Topic: Use personal bots automatically when out of build range
Replies: 15
Views: 6221

Re: Use personal bots automatically when out of build range

Why green? You're going to effectively place a blueprint, so the cursor should be blue. Other than that, YES. It might sound like a small tweak, but it can make a huge difference. I had in mind that anytime the game displays the construction bot range, that's green, so there's that association. But...
by Tinyboss
Mon Aug 10, 2015 5:05 pm
Forum: Ideas and Suggestions
Topic: Use personal bots automatically when out of build range
Replies: 15
Views: 6221

Use personal bots automatically when out of build range

Current behavior, when trying to build something with left-click: If within build range, cursor is yellow, item is built. If outside that range, cursor is red, nothing happens. But you can shift-click to have your robot build it. Suggested behavior for left-click: If within build range, cursor is y...
by Tinyboss
Mon Aug 10, 2015 4:46 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 65245

[MOD 0.12.26] Picker: Easily select items from inventory

Type: Mod Name: Picker Description: Gives you an eyedropper-like tool to select items by putting the cursor over objects in the world. E.g. mouse over an assembler and press 1 to select assemblers from your inventory. License: Public domain Version: 0.1.0 Release: 2016-03-15 Tested-With-Factorio-Ver...
by Tinyboss
Mon Aug 10, 2015 4:07 pm
Forum: Ideas and Suggestions
Topic: Threshold for damage warning
Replies: 3
Views: 1315

Re: Threshold for damage warning

I love both of these ideas.
by Tinyboss
Mon Aug 10, 2015 1:32 pm
Forum: Mods
Topic: Eyedropper - An easier way to pick items from your inventory
Replies: 13
Views: 22769

Re: Eyedropper - An easier way to pick items from your inventory

You could add an item called eye dropper that if it is in your hand will perform selection otherwise won't. People can have this as a short cut in their toolbelt then. That is just perfect! (Well, middle-click would be perfect, but that's damn close.) Okay, time to learn a little more about modding...
by Tinyboss
Sun Aug 09, 2015 6:11 pm
Forum: Ideas and Suggestions
Topic: More aggressive and advanced biter expansion
Replies: 3
Views: 1711

Re: More aggressive and advanced biter expansion

I would like to see biters be more aggressive and proactive with their expansion, both in building new nests and improving existing ones. Giving either biters or spitters the ability to construct living walls and grow more worms would make it more difficult to attack the larger, more entrenched bit...
by Tinyboss
Sun Aug 09, 2015 1:22 am
Forum: Ideas and Suggestions
Topic: IDEA: for save mode game files
Replies: 4
Views: 1221

Re: IDEA: for save mode game files

Makes sense to me. I can't think of any reason I'd intentionally save one world over another.

Maybe one save over a different save from the same world, but never different ones.

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