Search found 14 matches
- Tue Jan 23, 2024 12:02 am
- Forum: Ideas and Suggestions
- Topic: "Requires Mod" Blueprint parameter
- Replies: 8
- Views: 762
"Requires Mod" Blueprint parameter
TL;DR "Mod must be installed to use blueprint" option for creating/using blueprints. What ? Some blueprints are based around mods. I suggest an blueprint feature when creating or using blueprints that looks at installed options and makes sure any needed are installed. Why ? Things like &q...
- Mon Jan 22, 2024 11:53 pm
- Forum: Implemented in 2.0
- Topic: "Overwrite" Blueprint type (or Ctrl-left click)
- Replies: 1
- Views: 566
Re: "Overwrite" Blueprint type (or Ctrl-left click)
Thank you for adding this to Space Age!
- Wed Nov 29, 2023 10:15 pm
- Forum: Ideas and Suggestions
- Topic: Preorder of Factorio 2.0 DLC and get NEW RAILS EARLY!
- Replies: 7
- Views: 3539
Preorder of Factorio 2.0 DLC and get NEW RAILS EARLY!
TL;DR Preorder of Factorio 2.0 DLC and get NEW RAILS EARLY! What ? Just what it says. Why ? Gives users something new to play with and get used to before the main release. It will give us all time to play with that wide reaching change before rest of the stuff hits with the actual release. I'd pay ...
- Tue Sep 19, 2023 2:13 am
- Forum: Ideas and Suggestions
- Topic: Pre-Manufactured items from Blueprints
- Replies: 2
- Views: 515
Pre-Manufactured items from Blueprints
I'm not sure if this is a great or terrible idea. The idea is to have some way in the game to manufacture complex compound entities as a new entity. Simple Example the 4 lane belt balancer. We all have a blue print somewhere for these. My idea would be to turn that blueprint into a RECIPE for some t...
- Thu Jun 15, 2023 2:01 am
- Forum: Logistic Train Network
- Topic: Configure timeouts/wait idle times at individual stations?
- Replies: 1
- Views: 561
Configure timeouts/wait idle times at individual stations?
Hi, Is there a way of doing this? Something that I can configure at the station that will override or turn off how long it takes for the station to timeout and send the train packing, or how long it has to sit idle before moving on or getting retasked from the depot? The defaults work fine most of t...
- Wed Jun 14, 2023 1:44 pm
- Forum: Implemented in 2.0
- Topic: "Overwrite" Blueprint type (or Ctrl-left click)
- Replies: 1
- Views: 566
"Overwrite" Blueprint type (or Ctrl-left click)
Create a blueprint (or add Ctrl-Left click) that works like a regular blueprint when shift is held except the following - Structures in the way are removed, not worked around. And all extra items within the dimensions of the blueprint are removed. Structures that would just be replaced are left alon...
- Fri Jun 09, 2023 1:15 am
- Forum: Ideas and Suggestions
- Topic: Blueprint Library - Add a "Community" section tab
- Replies: 4
- Views: 905
Re: Blueprint Library - Add a "Community" section tab
An interesting idea. If kept absolutely simple with not much addition to the GUI, keep the blueprint book and book in book structure/look and feel. As highest organization level there could be an "author" book that contains all blueprints/blueprint books published by this user, labeled wi...
- Thu Jun 08, 2023 11:32 am
- Forum: Ideas and Suggestions
- Topic: Blueprint Library - Add a "Community" section tab
- Replies: 4
- Views: 905
Blueprint Library - Add a "Community" section tab
Hi, The blue print library currently has "Game Blueprints" section where the Blueprints (BPs) and Blueprint Books (BPBs) are specific to that game/save. "My Blueprints" section where the BPs/BPBs are specific to that computer/account. I suggest a third Blueprints section for &quo...
- Mon Jun 05, 2023 8:08 pm
- Forum: Logistic Train Network
- Topic: Request for Randomized train schedules for path testing
- Replies: 2
- Views: 694
Re: Request for Randomized train schedules for path testing
Awesome, Thanks for letting me know. My google-fu must be rusty to not have found this one.
- Sun Jun 04, 2023 10:06 pm
- Forum: Logistic Train Network
- Topic: Request for Randomized train schedules for path testing
- Replies: 2
- Views: 694
Request for Randomized train schedules for path testing
Hey Optera, I thought it might be a useful addition to add a schedule randomizer so people could test their rail setups. The idea is that once someone has the rails laid out, multiple train stations, many depots, etc, They can just click a button somewhere and the LTN dispatcher will act like they'r...
- Sun Feb 02, 2020 4:33 pm
- Forum: Gameplay Help
- Topic: Weird pathing behavior
- Replies: 5
- Views: 1343
Re: Weird pathing behavior
All of the 1-4-1's are single direction and for main factories (ore, circuits, etc). The 1-2-1's are bi-directional and for building materials (miners, belts, rails, etc) and consumables (fuel).
- Fri Jan 31, 2020 2:34 pm
- Forum: Gameplay Help
- Topic: Weird pathing behavior
- Replies: 5
- Views: 1343
Re: Weird pathing behavior
Yep, not a mod issue, but someone using LTN might run into this depot issue if their map gets big enough. Thanks @planetmaker, the distance was the issue. I added in a bunch of circuit controlled signals and it's fixed the issue. The mini-Depot looks like a landing strip now lol. Thanks for the help...
- Fri Jan 31, 2020 12:21 pm
- Forum: Gameplay Help
- Topic: Weird pathing behavior
- Replies: 5
- Views: 1343
Weird pathing behavior
Hi, I've started to use bi-directional 1-2-1 trains for supply runs (building materials, fuel, etc). I have a main depot (first screenshot) which is in the middle of everything. I want to set up smaller depots farther away, so I came up with the design in the second screenshot. The problem I'm runni...
- Sun Jan 05, 2020 3:14 pm
- Forum: Ideas and Suggestions
- Topic: Make lamps show color in Map view
- Replies: 2
- Views: 849
Make lamps show color in Map view
When you zoom out far enough and it switches to the map view, have lamps display their color instead of the plain blue dots. Would be useful for indicators and large scale visuals on the map.