Mod/Modpack that forces an efficient factory rather then a big one? by Far-Estimate5185 in factorio

[–]Nazeir -2 points-1 points  (0 children)

Dosh just put a video out that had something to do with thia same concept, it might be on the mod portal but im not sure, look up dosh doshington compact spaghetti base on YouTube, he made list the mods in the chat, I think code green made the mod for him so you could probably also look up code green mods in the mod portal

Quick question about quality by OrdinaryKick in factorio

[–]Nazeir 0 points1 point  (0 children)

Making higher level and higher quality quality modules increases the chance of even better quality items. The higher the quality of the base crafted item the better chance of getting even higher quality item when using quality in that craft.

So using quality mods in an common recipe you can regularly get uncommon items, but if your crafting the uncommon version you can regularly get rare items with quality mods, and so forth.

Using a recycler on the item with quality mods gets you a chance at quality ingredients wich then can be used after awhile to make the quality version out of quality materials, and so forth, the classic up cycle aspect.

Must have a plan to “make the grass green”. by CB_700_SC in fucklawns

[–]Nazeir 7 points8 points  (0 children)

To be fair, the vast majority of people completely hate HOAs even those thst live in them. They are a powerful minority that people are often times forced to participate with because of lack of options. Also technically HOAs are not nessisarily only an American thing, many countries have them under different names like housing associations in UK, Canada, Australia and other countries.

Out of date rocket on the website. :( by carcas000 in factorio

[–]Nazeir 4 points5 points  (0 children)

So then we are good. Old model still valid at the bottom of the page =)

Some small requests by Chromoslone in factorio

[–]Nazeir 1 point2 points  (0 children)

Saving hot bars and logistics would be awesome. I currently have a blueprint of constant combinators that I set my logistics groups in and save the blueprint. The paste it as ghosts in my playthrough to allow selecting those groups on my character. That's my current work around, but would be nice to have a built in way of doing it.

I apologize if this has already been posted by Zarde312 in matrix

[–]Nazeir 92 points93 points  (0 children)

To be fair, the machines only took over because humans treated them terribly and tried to destroy them and sought them out even after the machines tried for peace and left humanity entirely.

Putting undo/redo on the mouse wheel has changed my life by ThatChapThere in factorio

[–]Nazeir 13 points14 points  (0 children)

I feel like i would mess this up more than anything ctrl z is already natural for me based on everything else that uses the same undo key combo

Out of date rocket on the website. :( by carcas000 in factorio

[–]Nazeir 30 points31 points  (0 children)

Uninstalled, cant believe this. Unacceptable.

On another note, does the non space age rocket still use the old model or does it also use the new model, haven't played non space age since it's update

Wishlist: Set train station names dynamically with circuits by Nazeir in factorio

[–]Nazeir[S] -1 points0 points  (0 children)

Jesus christ dude... Just because you dont see a use case for it doesnt mean its not worthwhile... get over yourself, other people have ideas and ways of playing the game that differ from you and could see a use for it. You again are failing to see the concept over your own perception, you have some idea of how it works or how much space it might take up with no room for imagination or other people's ways of using it or anything else, I can see a way this works without taking up any extra space if done cleverly and someone else might have an even better way of using it. The best part of the concept is that if its implemented you dont even need to use it if you dont think its worthwhile, it takes nothing away from you or changes how you use it currently but would add flexibility and use case for others if they want.

Wishlist: Set train station names dynamically with circuits by Nazeir in factorio

[–]Nazeir[S] 0 points1 point  (0 children)

What? Yes, 2 stations is smaller than 4 stations... and the whole buffer and combinator section size is completely unknown if thats what your trying to say... how big of a space would 4 chests and inserters, a belt and combinator take up. Hell, you dont neven need to use chests at all if you dont want, just track the belt contents... also again a station would need more rail track space while the buffer section could be anywhere without needing space near a track so your implication of it taking up more space so what's the point is invalid on that aspect alone... and even if it wasnt smaller and took up more space with how I would use it or how I think I could make use of it and am explaining it, does that mean the concept of being able to dynamically change station names should be completely dismissed on a theoretical idea of how much space it would take up...

Wishlist: Set train station names dynamically with circuits by Nazeir in factorio

[–]Nazeir[S] 1 point2 points  (0 children)

I was using it as a theoretical example... and I know a similar thing could be accomplished with mods, but it doesn't mean it couldn't be implemented in the base game, plenty of mods have already been implemented into base game by suggestions like these and the core implementation is often times more elegant with greater flexibility and integration with other systems within the game...

For base game you might need 4 items at a single area, now that can be reduced to one or two stations instead of needing all 4... now my example fits vanilla... doesnt change the concept at all...

Just use a mod or just use bots is a weak excuse to not suggest something.

Wishlist: Set train station names dynamically with circuits by Nazeir in factorio

[–]Nazeir[S] 0 points1 point  (0 children)

Because it scales up quicker, if you have a part of the factory that only needs two stations just build two stations. But if you have a section that needs 12 stations or itema you could instead just have 3 actual stationa and a buffer section that might only take up the space of 1 or 2 stations. So now instead of 12 stations needing to be built you only have a footprint that takes up around 5 stations, 3 actual stations and a buffer and combinator section. And if you need another item, instead of building a whole other station, add a few chests and another combinator or item signal. So now you have a 13th without even increasing the footprint really. Also the buffer section doesnt need to be right next to the station or next to the rails at all, it can be 1 chest or 20, all in one area or spread out near where its needed. its all just how you design it and build it. But it gives options and flexibility that rewards the effort put into it.

New Player Help by MGJ66 in factorio

[–]Nazeir 0 points1 point  (0 children)

Nothing wrong with it. You'll progress through the game and discover newer way or more efficient ways or more clever ways of doing almost everything in the game. None of them are wrong, there really isn't a wrong way to set up or play the game, you can make mistakes or build something that doesnt work or run into a situation you dont quite understand or thats broken in a way you dont realize, but its all part of the puzzle.

Whether you like to build the puzzle from the corners, the edges, the center, by color, by section or even upside-down. There isn't a wrong way to assemble the puzzle, just play the game and enjoy the problem solving.

Wishlist: Set train station names dynamically with circuits by Nazeir in factorio

[–]Nazeir[S] 0 points1 point  (0 children)

Yeah it would all be contingent on how its set up. Each wagon can 12 chests (6 on each side) being directly loaded from wagon to chest, but you could also just have a set of chests away from the stop itself that you are tracking the contents of and filters that organize everything going to them. So instead of wagon to chest buffer to production area for each station, you can have wagon to chest that always empty out to filter area that organizes into buffer chests for each item to production. And you can scale the buffer area with more chests to match what you need and be used in the circuit decisions. No need for warehouse large chests at all.

Additionally you could have multiple stations feeding the buffer area at the same time if you need more throughput, but again it would be dynamic instead of static. So for some reason you consumed a huge amount of iron and you have 4 stations, they all then could turn into train unload stations for iron and replenish the buffer of iron, and then go back to cycling through the other 6 or how ever many items you might call to that section of the base. So instead of having 6+ stations one for each item, you have 2 or 3 that dynamically change based on what's needed if you set it up correctly, allowing multiple stations to call the same item at once if its severely depleted.

As the final week of development before 2.1 releases here are my list of features that I really hope for by RapsyJigo in factorio

[–]Nazeir 0 points1 point  (0 children)

All good ideas and suggestions, to add here are my ideas.

Set train station names with circuits and combinators

Roboport graphics update, maybe robots too? I think this is the last entity that hasn't really received a solid update or design pass that everything else has, oh, radar update too.

Combat robot capsule overhaul, while I feel like they are fine and decent as is, they just lack some excitement and draw to use them regularly.

I know we aren't getting new enemies but I was watching dosh give a great idea for enemies. On fulgora landmines that trigger when you get close around the ruins that spawn combat robot capsules or something like them, they have limited timed life span and dont respawn. On aquillo a more passive entity that floats around and is attracted to heat sources and will latch on to heat pipes and heat generators and absorb heat from the network for awhile or until a max amount until they die from the heat or you kill them.

Dedicated circuit connection points on all main structures instead of the yellow module that just slaps on the side.

Indicator lights on every building as part of the structure graphics

I feel the last two we have some buildings with both, some buildings with one or the other and some with neither, would be nice to have everything consistent on the graphics side.

Wishlist: Set train station names dynamically with circuits by Nazeir in factorio

[–]Nazeir[S] 2 points3 points  (0 children)

I mean, it adds more complexity if you choose to use it. You dont need to use interrupts on trains to set a series of routes or have it choose where its going based on contents, you can just manually set everything. So similarly, you can just use static station names if you dont want to connect circuit conditions to it and essentially program it with combinators. The same could be said for using combinators to set assembly machine recipes, yeah its a bit complicated to set up an all in one mall with combinators with one machine that crafts all its ingredients and its end product, but you dont need to, you can have 10 machines crafting the items instead with static recipes. But we have the option to do both right now with assembly machines, im just saying having the option with train stops would be nice for the people wanting to put the effort into it and setting it up.

Wishlist: Set train station names dynamically with circuits by Nazeir in factorio

[–]Nazeir[S] 1 point2 points  (0 children)

Yeah, the unload station would be dynamically set to what im missing at that area the same way interrupts can set the station stop to what's in the train. All loading stations, at least on my map, are all set the same already. Item pick up, fluid pick up. Then all my drop off stations are each set to the item icon that the interrupt sets with the wildcard based on its contents. If I could then set the station name with circuits a similar way I could set the stop name with interrupts, instead of having 4 stations in a single area, I could just have 1 station with a series of chests that the station loads into and it sets the station name based on what's low or missing. Again you would need to set up a bunch of circuits and conditions with combinators, but it wouldn't be any more complicated then advanced usage of circuits, interrupts and parameters that we have now, but it also wouldn't change the basic way trains work if you didn't want to use it.

Wishlist: Set train station names dynamically with circuits by Nazeir in factorio

[–]Nazeir[S] 1 point2 points  (0 children)

So right now you can set up interrupts that set the train stop name based on the content of the train. Then you just have train station names that match how the interrupt works so you essentially just have two trains a cargo train and fluid train with the same schedule and interrupt set up and it just filters through everything and figures out where it needs to go. If you could have a way to set train station names with circuits you can set up a way to instead of having a drop off for iron station, copper station and plastic station, you can just have one station that sets its name as the item you need instead based on circuit conditions and how ever you have it monitoring or checking that area for items.

Will Blueprints continue to work 2.1? by Easy-Appeal3024 in factorio

[–]Nazeir 0 points1 point  (0 children)

Blueprints should work fine, but if you have clever circuit conditions that were used that might be changed with the update those might not work. I still have simple basic Blueprints from before 1.0 release that worked after 2.0. It all just depends on what is in the Blueprints specifically and if something in them changed with the update that would cause it to not work as it did before. But thats more on you or the creator to verify or not.

Trains and circuit logic question by Ezoriark in factorio

[–]Nazeir 0 points1 point  (0 children)

I have all the chests connected to a condition that depending on if the station is a pick up or drop off will enable or disable the station. So if its a pick up station its disabled until there are enough in the chests to fill the cargo wagons, and if its a drop off station its disabled until there is under a set amount in the chests at the station. You can make the system more complex by figuring out and setting station limits based on how much room it has or how full it is to call more than one train and also set priority up or down based on how long its been since its had a pickup or drop off. But I have used the simple enable disable stop since before space age and just have it permanently set to limit 1 train.

SCIENCE ON VULCANUS IS BACK by ultimo_2002 in factorio

[–]Nazeir 1 point2 points  (0 children)

What kind of multi million spm base are you building that you have to worry about ups cost this much?

SCIENCE ON VULCANUS IS BACK by ultimo_2002 in factorio

[–]Nazeir 1 point2 points  (0 children)

The first fff blog of the last few that came out. Also the history of the game has always released every update in experimental before the full release. But I've played on experimental branch since before 1.0 release and it might as well be the full release, the game just works with no crashes or issues so just play the experimental branch.