Search found 549 matches

by golfmiketango
Sun May 29, 2016 12:04 am
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 63046

Re: Friday Facts #140 - Soon

0.13 is a private branch of a proprietary game, so it goes without saying that its developers have superior insight into release scheduling than gamers. There is every reason for us gamers to expect a somewhat buggy 0.13 release and every reason for us to rest comfortably in the belief that those bu...
by golfmiketango
Sat May 28, 2016 2:49 am
Forum: Videos
Topic: Yonax plays Factorio
Replies: 9
Views: 2984

Re: Yonax plays Factorio

Hello Factorians, I'm not sure if I can post a link yet, since I only recently joined the forum. Let me know if I can or if i need a certain post amount. I will edit the post if I can add the link to my playlist. Thank you for your attention and watching my videos. In my experience as a semi-newbie...
by golfmiketango
Sat May 28, 2016 2:43 am
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 63046

Re: Friday Facts #140 - Soon

DaveMcW wrote:
Friday Facts #138 wrote:Requester chest's requested items can be set automatically from the circuit network.
Sweet, thanks for pointing that out DaveMcW!
by golfmiketango
Fri May 27, 2016 11:40 pm
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 63046

Re: Friday Facts #140 - Soon

Forgot to mention -- it would be great if that "set filters" mode for inserters could also be used to set requester requests via the circuit-network... I guess it would have to be called something different though, "set requests" or somesuch.. Ed: now that I think about it, this ...
by golfmiketango
Fri May 27, 2016 11:17 pm
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 63046

Re: Friday Facts #140 - Soon

I like the new "safe rail crossing" :) Indeed, this presents the opportunity, with some engineering, to render harmless what was -- but presumably not entirely by design -- the most dangerous NPC in the game before 0.13.0! However, reverse-engineering how it works is an interesting exerci...
by golfmiketango
Fri May 27, 2016 8:20 pm
Forum: Resolved Problems and Bugs
Topic: [All versions] [kovarex] Removing walls above resources
Replies: 50
Views: 35766

Re: Removing walls above resources

mward wrote:I never mine any resources by hand
Wait, there's some /other/ way to mine things?!?!
by golfmiketango
Mon May 23, 2016 3:31 am
Forum: Mods
Topic: [MOD 0.12.x] Autowire - configurable automated pole wiring
Replies: 28
Views: 32206

Re: [MOD 0.12.x] Autowire - configurable automated pole wiring

Hey, I tried this in 0.12.32 and although things mostly worked, my save eventually got corrupted somehow. The error message was something to the effect of "gui element named autowire_flow already exists." Don't really have enough confidence in my understanding of lua and/or factorio moddi...
by golfmiketango
Mon May 23, 2016 3:22 am
Forum: General discussion
Topic: Discussing the (missing?) 4th type of transport!
Replies: 163
Views: 67523

Re: Discussing the (missing?) 4th type of transport!

http://images.nationalgeographic.com/wpf/media-live/photos/000/604/cache/shipping-singapore-guariglia_60456_990x742.jpg http://ccearchitecture.weebly.com/uploads/1/3/8/5/13850400/6888834_orig.jpg http://previews.123rf.com/images/alptraum/alptraum0902/alptraum090200006/4416032-ships-in-harbor-giant-...
by golfmiketango
Fri May 20, 2016 4:11 am
Forum: Combinator Creations
Topic: Resource counting with combinators
Replies: 51
Views: 39372

Re: Resource counting with combinators

UPS is not an issue, everything slows down at the same rate and it's undetectable inside the game. Yes, but the length of "1 tick" measured in real-world time (seconds) will change; I think that is what he was alluding to with his question. The rule "60 ticks = 1 second" is only...
by golfmiketango
Thu May 19, 2016 10:41 am
Forum: Implemented Suggestions
Topic: holding z should continually drop items
Replies: 32
Views: 9311

Re: holding z should continually drop items

I ask me: When did I use Z the last time? That must be months ago. I think this is not needed. I use a chest and an inserter for this task, this is also nearly equally fast. But can a chest and an inserter do https://forums.factorio.com/download/file.php?id=10430 ? I think not*! ... *Admittedly, te...
by golfmiketango
Thu May 19, 2016 10:11 am
Forum: Implemented Suggestions
Topic: holding z should continually drop items
Replies: 32
Views: 9311

Re: holding z should continually drop items

Come to think of it, the same argument could be made for grabbing a number of items by holding "f". +1 towards continually pick up when f is held This is the case already. The difference is that Z will put the item down where your cursor is (but only once), F will pick up all the items ne...
by golfmiketango
Thu May 19, 2016 5:37 am
Forum: General discussion
Topic: What inspired you to buy Factorio?
Replies: 29
Views: 9570

Re: What inspired you to buy Factorio?

by far #1 reason: negative root made it look pretty damn interesting on youtube. #2 linux support. I have buyer's remorse about too many games I have to boot windows for -- they just wind up sitting on my hard disk unplayed. #3: Like most of my video game purchases, I acquired it "out of band&q...
by golfmiketango
Thu May 19, 2016 5:04 am
Forum: Ideas and Suggestions
Topic: Idea to discuss: biter corpses leaving artifacts
Replies: 15
Views: 3321

Re: Idea to discuss: biter corpses leaving artifacts

In Bob's those artifacts can turn into a real pain the ... smelting facility. They wind up in chests placed by blueprints, trains, belts, you name it. Even if that's a feature and not a bug, it's nice that you can turn them off in config; I will probably do so next time I start a Bob's campaign.
by golfmiketango
Thu May 19, 2016 4:55 am
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 122070

Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.21

Find an area with no roboports. Place a tile blueprint. Place a non-tile blueprint on top of it. Create a blueprint of the ghost buildings. ACK, I am aware of this recipe. But as [pre-0.12.31-blueprint-debacle Foreman 0.0.9] provided a way to construct those dual-type blueprints without racing your...
by golfmiketango
Thu May 19, 2016 3:36 am
Forum: Combinator Creations
Topic: Resource counting with combinators
Replies: 51
Views: 39372

Re: Resource counting with combinators

Apologies for the semi-hijack but I have a technical question which seems to have become a requisite of my counter project; I suspect the folks watching this thread are as likely as anyone to know the answer. My question is: if I have a combinator-based timer, i.e., [ Const: 1 Blue ] | r | v [ Decid...
by golfmiketango
Wed May 18, 2016 5:13 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 122070

Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.21

Hey, foreman 0.0.9 had this fantastic bug that if you had a concrete-only blueprint in-hand, and then overwrote it with a foreman blueprint, it would leave the concrete intact and superimpose the loaded blueprint onto it. It became glitchy after the whole 0.12.3x debacle, but before then it was effe...
by golfmiketango
Tue May 17, 2016 9:57 pm
Forum: Implemented Suggestions
Topic: holding z should continually drop items
Replies: 32
Views: 9311

Re: holding z should continually drop items

Simple and easy idea - are there any disadvantages? Not many I can think of, functionally. But it would basically have to work like the repeat input of a text editor - press and hold, it goes once, waits a little, then starts repeating - otherwise you'll need precisely timed taps to drop single ite...
by golfmiketango
Tue May 17, 2016 10:48 am
Forum: Combinator Creations
Topic: Resource counting with combinators
Replies: 51
Views: 39372

Re: Resource counting with combinators

Yeah, I'm not sure, myself, that I get what they are saying is going to happen... but I've only skimmed through the thread where it's proposed; it seems like the full intent is spelled out pretty clearly there but I'd probably need to sit and scratch my head longer than I have to fully grasp it. Wi...
by golfmiketango
Mon May 16, 2016 3:33 am
Forum: Combinator Creations
Topic: Resource counting with combinators
Replies: 51
Views: 39372

Re: Resource counting with combinators

Anyone got an idea for how to output a single tick of output when a signal goes from 0->1, and stay quiet until we go back to zero and then back to one, again, with a single combinator? Then I can eliminate a whole row of combinators. But, otherwise, I plan just use OP's two-combinator design and d...
by golfmiketango
Mon May 16, 2016 3:01 am
Forum: Combinator Creations
Topic: Resource counting with combinators
Replies: 51
Views: 39372

Re: Resource counting with combinators

This is not going to work anymore (in 0.13): https://forums.factorio.com/download/file.php?id=11225 Indeed, it is announced that this behaviour will be changed in 0.13, but this doesn't mean new behaviour will be inapplicable... Personally, I will talk about combinators in 0.13 only after playing w...

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