You can do this in base game, just on a slot-by-slot basis, can't you?
Just middle click on the relevant slot, and a menu comes up (this is from memory, but I have had filtered trains before).
Search found 153 matches
- Tue Jan 12, 2021 11:12 pm
- Forum: Ideas and Requests For Mods
- Topic: logistics filter to a railway carriage
- Replies: 7
- Views: 2176
- Tue Jan 12, 2021 11:06 pm
- Forum: Ideas and Requests For Mods
- Topic: OptimaUPS Mod
- Replies: 7
- Views: 4988
Re: OptimaUPS Mod
I think that the controversy is 2-fold: (1) People thinking that it shouldn't be in the base game. (2) People thinking that it isn't possible to create a mod that improves UPS in this manner. (3) People worrying that it will simplify mechanics. (4) People worrying that it will be really hard to imp...
- Tue Jan 12, 2021 10:58 pm
- Forum: Ideas and Suggestions
- Topic: Don't make a spot on the map when an atomic bomb is used
- Replies: 11
- Views: 2928
Re: Don't make a spot on the map when an atomic bomb is used
The problem with making to look different on the map and in the game is that it introduces large inconsistencies in the game's model, it would have to have a special system for tracking what to put there, e.g. if an assembling machine is placed on the crater, the game needs to render it in the map v...
- Tue Jan 12, 2021 5:01 pm
- Forum: Ideas and Suggestions
- Topic: Tips and Tricks wording
- Replies: 1
- Views: 1086
Re: Tips and Tricks wording
(bold used to highlight changes) The first has another minor issue further on: "when friendly building is destroyed and needs to be rebuilt" -> "when a friendly building is destroyed and needs to be rebuilt" or: "when friendly building is destroyed and needs to be rebuilt&qu...
- Tue Jan 12, 2021 3:26 pm
- Forum: Ideas and Suggestions
- Topic: Don't make a spot on the map when an atomic bomb is used
- Replies: 11
- Views: 2928
Re: Don't make a spot on the map when an atomic bomb is used
The problem is the map renders the ground material, which is what the nuke changes (hence you can make an island when firing it in a lake). To change this, the nuke would need to either use a different method of changing the impact point material (very hard in Factorio, although maybe lots of decora...
- Mon Jan 11, 2021 9:01 pm
- Forum: Gameplay Help
- Topic: Noob player needing help with strategies for dealing with biters.
- Replies: 5
- Views: 3051
Re: Noob player needing help with strategies for dealing with biters.
The car is pretty squishy, but has enough firepower against small bases. Yeah, it is squishy, but that can be combatted by its speed, I did get really good at using it at one point, and took out some late-game bases (like behemoths), using uranium ammo. Early game it can be really good, as you can ...
- Mon Jan 11, 2021 5:37 pm
- Forum: Gameplay Help
- Topic: Noob player needing help with strategies for dealing with biters.
- Replies: 5
- Views: 3051
Re: Noob player needing help with strategies for dealing with biters.
I personally would recommend playing your first game on railworld, as this reduces the enemy attacks a lot, but they are still a challenge. In general, what weapons you should use really depends on what weapons you have (what research/production you have done). If you are getting spitters, then plac...
- Sat Jan 09, 2021 12:43 pm
- Forum: Ideas and Suggestions
- Topic: Hotkey to override construction queue and force personal robots out
- Replies: 4
- Views: 1185
Re: Hotkey to override construction queue and force personal robots out
I never thought of that - really good idea!!
- Fri Jan 08, 2021 11:08 pm
- Forum: Ideas and Suggestions
- Topic: Hotkey to override construction queue and force personal robots out
- Replies: 4
- Views: 1185
Re: Hotkey to override construction queue and force personal robots out
+1
I have had this - particularly if you have your personal roboport off in a base, then turn it on, the jobs have already been assigned.
I have had this - particularly if you have your personal roboport off in a base, then turn it on, the jobs have already been assigned.
- Fri Jan 08, 2021 7:15 pm
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 64044
Re: Optimization idea: abstraction
Oh, I hadn't read that much about it - sorry about coming into the topic under informed, I was just putting my perspective on it down - I had guessed that no massive opinions had been voiced, as the topic was still under discussion. The fact that they say this is no surprise, and I couldn't agree mo...
- Fri Jan 08, 2021 3:28 pm
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 64044
Re: Optimization idea: abstraction
The problem a script would have is hat it has to be faster than the base-game engine, which is pretty fast really. This means that even a small UPS hit from the script would outweigh any benefit, and the script would be quite complex in order to avoid the issues discussed, something lua does not sui...
- Fri Jan 08, 2021 1:16 pm
- Forum: Gameplay Help
- Topic: Lessons learned. Please tell me more.
- Replies: 11
- Views: 4529
Re: Lessons learned. Please tell me more.
I tend to find the early game the most fun - the rush to blue science, and nuclear power, and tend to stop playing at that point, or sometimes launch a rocket, then call it a day. I usually play games with the goal of reaching nuclear power as soon as possible - it's not efficient, but its a good go...
- Fri Jan 08, 2021 12:53 pm
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 64044
Re: Optimization idea: abstraction
I do love the idea, but a mod could never do it that well. I don't know, but I'm pretty sure the UPS hit from doing the lua scripting required would out do any benefit. When it comes to performance, an interpreted scripting language replacing hard-coded c++ is not a good move. The problem with deter...
- Sat Jan 02, 2021 2:29 pm
- Forum: Ideas and Suggestions
- Topic: Grid snapping for deconstruction planner
- Replies: 4
- Views: 2105
Re: Grid snapping for deconstruction planner
I really like this idea, but there are already a lot of shortcuts/key combinations when working with blueprints. To simplify this, we could have these settings be in the deconstruction planner - so that you can have a grid aligned deconstruction planner, a fixed size deconstruction planner, or other...
- Wed Dec 30, 2020 10:56 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 572
- Views: 303647
Re: Thank you (Make the dev-team happy today!)
Hi, Just wanted to put in a more technical note of praise: Wow is Factorio's multiplayer resilient - I made a mod to make nukes something a lot more serious (not linking as I don't want to turn this into self-promotion) but the multiplayer kept working, even when the whole game was running at a fram...
- Mon Dec 28, 2020 11:06 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1644
- Views: 527560
Re: Simple Questions and Short Answers
All ammunition in Factorio has a setting 'target_type', which is normally set to 'entity' making the weapon target entities, like the machine gun, or the normal rockets do. Some have 'direction', such as the cannon shell, which goes in a given direction up to its maximum range. Some have 'position' ...
- Mon Dec 28, 2020 9:04 pm
- Forum: Ideas and Suggestions
- Topic: Undo/Redo indication
- Replies: 9
- Views: 2836
Re: Undo/Redo indication
+1 The worst thing about undo is that it can change something miles away, which I will never remember. (Even just 1 stage of redo would be so much better) If this can't be done then some form of barrier for undoing things from too long ago - perhaps a time limit on undo, which you can set from the o...
- Mon Dec 28, 2020 9:00 pm
- Forum: Ideas and Suggestions
- Topic: Rail Signals should be selected with the Rails
- Replies: 11
- Views: 1438
Re: Rail Signals should be selected with the Rails
I like the idea, but the copy-paste working differently for signals would be very confusing, as the player would likely think they had miss-selected, rather than realising why it happened. I would rather see another in-game tutorial on the subject of signals being placed the wrong way, stating that ...
- Mon Dec 21, 2020 10:16 pm
- Forum: Balancing
- Topic: Make Nuclear Fuel Rods Harder :D !...
- Replies: 5
- Views: 2656
Re: Make Nuclear Fuel Rods Harder :D !...
I agree that nuclear fuel rods are too easy, but honestly I don't think your recipe is that much more expensive, those materials are already pretty available at that point in the game, and you never need that many rods. Also may I request that the recipe continues to use only 1 U-235, as when you fi...
- Mon Dec 21, 2020 5:42 pm
- Forum: Ideas and Suggestions
- Topic: [Idea] Make atomic bomb create a lake
- Replies: 5
- Views: 2364
Re: [Idea] Make atomic bomb create a lake
I know this is a really old post, but I like the suggestion, and the reasons against it are now invalid, in fact I added this with a mod, and it worked just fine for a few reasons: The crater can create ghost landfill above itself afterwards, so it gets auto repaired The crater created has a land bo...