Search found 253 matches

by MalcolmCooks
Thu Dec 01, 2016 9:25 pm
Forum: Implemented Suggestions
Topic: Circuit-controlled power switch manual override
Replies: 3
Views: 1792

Re: Circuit-controlled power switch manual override

OdinYggd wrote:Could you put a constant combinator near it set to change the values of its inputs such that it turns off?

The constant combinator has a builtin on/off function that would make it suitable for this.
They do? I'll do that then thanks
by MalcolmCooks
Thu Dec 01, 2016 7:08 pm
Forum: Implemented Suggestions
Topic: Circuit-controlled power switch manual override
Replies: 3
Views: 1792

Circuit-controlled power switch manual override

I use lots of power switches, usually connected to the circuit network, to turn parts of my factory on and off as needed. But a lot of the time I want to cut power to an area while I make alterations, and the power switch is circuit-controlled, so can't be switched manually. Usually what I do then i...
by MalcolmCooks
Thu Dec 01, 2016 6:10 pm
Forum: Ideas and Suggestions
Topic: Inline Assemblers
Replies: 9
Views: 4169

Re: Inline Assemblers

A single iron gear assembler can supply six red science assemblers ten, actually I see your point, but after initial science setup, people usually want to mass-produce basic components like iron gears at very high rates. So they would have 10 or 20 iron gear factories taking from a single belt, and...
by MalcolmCooks
Thu Dec 01, 2016 6:04 pm
Forum: Implemented Suggestions
Topic: Filter Inserters: INVERT filter.
Replies: 23
Views: 10443

Re: Filter Inserters: INVERT filter.

couple of points I can't think why anyone would want to automatically load/unload cars and tanks Contents sensor for a cargo wagon WOULD be useful, but I think there are ways around it for now. What situation would you want to unload everything but a certain item from a train, except if you have mul...
by MalcolmCooks
Thu Dec 01, 2016 5:31 pm
Forum: Ideas and Suggestions
Topic: Inline Assemblers
Replies: 9
Views: 4169

Re: Inline Assemblers

Problem: belts have a much higher throughput than assemblers need. The game is based around being able to supply many assemblers from a single belt. If you had belts feeding directly into assemblers than the iron plates would stack up in front of the assembler. It would end up with the best situatio...
by MalcolmCooks
Wed Nov 30, 2016 11:04 pm
Forum: Gameplay Help
Topic: Unloading specific amount of items
Replies: 11
Views: 4625

Re: Unloading specific amount of items

I would like to help, but I don't really understand what is going on
Can you explain again, but say exactly what is being loaded to and unloaded from the train at each station?
by MalcolmCooks
Wed Nov 30, 2016 7:09 pm
Forum: Gameplay Help
Topic: Unloading specific amount of items
Replies: 11
Views: 4625

Re: Unloading specific amount of items

Does the train wait while the barrels are being filled up and then put back on the train, or are they immediately replaced with full ones?
by MalcolmCooks
Wed Nov 30, 2016 3:48 pm
Forum: Gameplay Help
Topic: Keep an area free of biters
Replies: 4
Views: 1645

Re: Keep an area free of biters

This is good info thanks
by MalcolmCooks
Wed Nov 30, 2016 3:44 pm
Forum: Ideas and Suggestions
Topic: Expeditionary Tank
Replies: 8
Views: 3909

Re: Expeditionary Tank

I would suggest in addition to this a module for the car that, with a suitable power supply, takes up all the space and grants it invisibility. Maybe have MK2 (noise suppression) which allows you to get close without being noticed, and MK3 (perception filter) that allows you to run over biters or c...
by MalcolmCooks
Wed Nov 30, 2016 3:34 pm
Forum: General discussion
Topic: Discussion about expensive infrastructure
Replies: 6
Views: 3327

Re: Discussion about expensive infrastructure

I think what you're looking for is the Marathon Mod: https://mods.factorio.com/mods/Afforess/marathon I have never used it and I don't know by exactly how much it changes the game, but as far as I know it makes science and item recipes much more expensive. I think it wouldn't be difficult to adjust ...
by MalcolmCooks
Tue Nov 29, 2016 11:17 pm
Forum: Balancing
Topic: Conveyors OP?
Replies: 18
Views: 5030

Re: Conveyors OP?

I suspect people who find "no use" for trains have their map generation set to make resource patches very close together
by MalcolmCooks
Tue Nov 29, 2016 8:42 pm
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 64287

Re: Friday Facts #166 - Combat Revisit

Agreed: The way to improve biters is to improve their AI, not to add more enemies. Example - instead of following the same path each time, they will send small attacks to different areas, probing for weak spots, and when they find one send a large attack. That would definitely keep you on your toes ...
by MalcolmCooks
Tue Nov 29, 2016 5:20 pm
Forum: Frequently Suggested / Link Collections
Topic: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
Replies: 16
Views: 34238

Re: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels

I think either power poles are integrated into all bridges, or none - because otherwise you would end up with too many permutations on the other hand if you had two parralel railway bridges, one in each direction, you wouldn't want both to carry power poles So I'm not sure really Maybe a new kind of...
by MalcolmCooks
Tue Nov 29, 2016 5:16 pm
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 108228

Re: Friday Facts #164 - Nuclear power

Yeah I don't think the uranium processing needs to be super complicated, but it shouldn't be too simple either. Most of the proposed processing methods seem too complicated for me, especially when bringing in new items like flourite and yellowcake that are only going to be used as intermediary steps...
by MalcolmCooks
Tue Nov 29, 2016 5:04 pm
Forum: Ideas and Requests For Mods
Topic: [Solved] Radar grid position helper
Replies: 20
Views: 10428

Re: [Solved] Radar grid position helper

Nice! I have altered this to show the exploration grid (29 chunks). But I would like to have both functions - can you add the exploration grid into the mod? Maybe with different colour brackets, or to just be able to switch the mode between showing full coverage and exploration?
by MalcolmCooks
Tue Nov 29, 2016 4:00 pm
Forum: Frequently Suggested / Link Collections
Topic: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
Replies: 16
Views: 34238

Re: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels

Here's what I think about having bridges: With the new landfill, it might be easier to make bridges work. They would be like buildings, but you can walk and drive vehicles over them. But you can't place other buildings on them. That way you use the bridges to travel over water, and landfill if you w...
by MalcolmCooks
Tue Nov 29, 2016 12:16 am
Forum: Ideas and Suggestions
Topic: After playing another 180 hours round
Replies: 2
Views: 1198

Re: After playing another 180 hours round

b) Too many resource patches! I thought i took the setting for scarce resource patches but IF there is one it would be large and plentyful. (look at the (hopefully attched) save game) You should look at RSO mod, it changes the method of resource generation to favour scarce and far away resources. I...
by MalcolmCooks
Mon Nov 28, 2016 11:51 pm
Forum: This Forum
Topic: avatars only 50x50 pixels??
Replies: 1
Views: 1265

avatars only 50x50 pixels??

didn't it used to be larger? what's with that
by MalcolmCooks
Mon Nov 28, 2016 11:15 pm
Forum: Ideas and Suggestions
Topic: Endgame motivation
Replies: 1
Views: 993

Re: Endgame motivation

suggestions are here my guy: viewforum.php?f=6
by MalcolmCooks
Mon Nov 28, 2016 8:37 pm
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 64287

Re: Friday Facts #166 - Combat Revisit

To build on what other people have been saying: The problems with combat in factorio is that 1) There is no automation of offensive combat. The automation of defence is very good in my opinion, although it coud be improved with adding more spice to the relatively simplistic way the biters act. Self-...

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