Search found 74 matches
- Thu Nov 21, 2024 11:50 am
- Forum: Ideas and Suggestions
- Topic: Ghost trains should occupy signals
- Replies: 0
- Views: 29
Ghost trains should occupy signals
TL;DR A ghost train should turn a signal red just like a real train What? Existing, real trains cannot enter blocks which have ghost trains in them. Why? Currently, placing ghost trains on tracks which are in use is pretty dodgy. Because the ghost train doesn't block the signal, you can get a lot of...
- Wed Nov 20, 2024 12:55 pm
- Forum: Resolved for the next release
- Topic: [Lou][2.0.15] Foundation can be placed on tiles that are already buildable
- Replies: 2
- Views: 297
- Tue Nov 19, 2024 2:20 pm
- Forum: Ideas and Suggestions
- Topic: Add extra dangers for Vulcanus and Fulgora on deathworld
- Replies: 1
- Views: 87
Add extra dangers for Vulcanus and Fulgora on deathworld
TL;DR Make running away off Nauvis to Vulcanus/Fulgora not such an easy win on deathworld What? Vulcanus/Fulgora should gain some planet-specific difficulty modifiers. These can be disabled in all presets except deathworld. For Vulcanus I might suggest demolishers that spawn and attack you similar ...
- Mon Nov 18, 2024 12:07 pm
- Forum: General discussion
- Topic: Main bus newbie question
- Replies: 16
- Views: 990
Re: Main bus newbie question
Hi, I've played a LOT of Factorio, but never really progressed beyond spaghetti phase :D WIth lots of manual insertion. My question is: When you make a main bus - let's say left to right (eastwards), that kind of locks you into expanding ever westwards in search of more resources, doesn't it? Becau...
- Mon Nov 18, 2024 12:01 pm
- Forum: Balancing
- Topic: Molten iron/copper on Nauvis and Calcite demand
- Replies: 7
- Views: 534
Re: Molten iron/copper on Nauvis and Calcite demand
This obviously depends on what you consider a "large" base, but you can supply 1kspm on Nauvis with like 500 calcite/minute which is fairly easily farmed in orbit once you have done Gleba and Vulcanus, and Calcite rockets carry huge amounts of the stuff that Vulcanus has enormous excesses ...
- Mon Nov 18, 2024 12:00 pm
- Forum: Ideas and Suggestions
- Topic: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
- Replies: 32
- Views: 1136
Re: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
My opinion is to prevent using inserters to load the silo of any cargo. That way all cargos behave the same. The player can load them manually or use bots which are far superior solutions.
- Sat Nov 16, 2024 5:01 pm
- Forum: Technical Help
- Topic: [2.0.15] slowdown with construction bots
- Replies: 0
- Views: 60
[2.0.15] slowdown with construction bots
11-16-2024, 16-15-50.png What did you do? I destructed my old base, employing 18,000 construction bots. What happened? UPS drop to 45 from well above 60; construction manager is 16ms, everything else 3ms. What did you expect to happen instead? It might be obvious to you, but do it anyway! I wasn't ...
- Sat Nov 16, 2024 10:45 am
- Forum: Ideas and Suggestions
- Topic: Preserve blueprint parameters when pasting
- Replies: 0
- Views: 54
Preserve blueprint parameters when pasting
TL;DR Don't make people redo blueprint parameters when changing them What? When blueprinting something that was made with a parameterised print, by default, parameterise it again in the same way. Why? When the player wishes to make a change to a parameterised blueprint, it's a bit of a pain because...
- Fri Nov 15, 2024 7:03 pm
- Forum: Bug Reports
- Topic: [2.0.15] Locking space platforms sometimes doesn't
- Replies: 0
- Views: 55
[2.0.15] Locking space platforms sometimes doesn't
What did you do? I made a space platform, and then used /c game.player.force.lock_space_platforms() What happened? The add platform button remained available. What did you expect to happen instead? It might be obvious to you, but do it anyway! The add platform button should always be hidden if space...
- Fri Nov 15, 2024 6:37 pm
- Forum: Bug Reports
- Topic: [2.0.15] Indestructible space platforms.. aren't
- Replies: 0
- Views: 63
[2.0.15] Indestructible space platforms.. aren't
What did you do? I used /editor to make a platform and set some thrusters on it. I also set the platform hub to Indestructible and then set full speed for Vulcanus. What happened? An asteroid colliding with the hub destroyed it. What did you expect to happen instead? It might be obvious to you, but ...
- Fri Nov 15, 2024 3:15 pm
- Forum: Ideas and Suggestions
- Topic: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
- Replies: 67
- Views: 4961
Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
With efficiency modules and quality accumulators, I've not found this to be a problem at all. Large islands you can spam up a ton of accums and Quality them, small islands you draw very little power due to efficiency drills.
- Fri Nov 15, 2024 10:03 am
- Forum: Won't fix.
- Topic: [kovarex] [2.0.11] Interrupts: the [Station Name] is not full condition isn't parameterized
- Replies: 6
- Views: 814
Re: [kovarex] [2.0.11] Interrupts: the [Station Name] is not full condition isn't parameterized
There are currently still things you can do with a specific station you can't do with a generic interrupt, such as checking if future stations are full or not, and I would be happy with improving generic interrupts until they can do everything they need to, but until then being able to parameterise ...
- Thu Nov 14, 2024 8:40 pm
- Forum: Pending
- Topic: [2.0.15] Blueprint parameters in train schedules aren't displayed correctly
- Replies: 1
- Views: 98
[2.0.15] Blueprint parameters in train schedules aren't displayed correctly
What did you do? I made a blueprint for a train stop. This blueprint includes a train that services it. I then parameterised this print. What happened? The parameterisation dialog shows where the parameter is used. This includes the train stop and combinators, but not the train schedule. The schedul...
- Mon Nov 11, 2024 1:06 pm
- Forum: Ideas and Suggestions
- Topic: You should be able to toss the ice back into the ocean of Aquilo
- Replies: 8
- Views: 708
Re: You should be able to toss the ice back into the ocean of Aquilo
We took the ice out of that ocean in the first place so being able to throw it back in seems quite reasonable
- Sun Nov 10, 2024 10:28 am
- Forum: Resolved for the next release
- Topic: [Lou][2.0.15] Foundation can be placed on tiles that are already buildable
- Replies: 2
- Views: 297
[Lou][2.0.15] Foundation can be placed on tiles that are already buildable
What did you do? I brought some foundation with me to Vulcanus. I then went to place the foundation. What happened? I placed the foundation, but it wasn't needed- that area could already be built on. What did you expect to happen instead? It might be obvious to you, but do it anyway! Foundation shou...
- Sun Nov 10, 2024 10:19 am
- Forum: Ideas and Suggestions
- Topic: Improve support for copy and paste
- Replies: 0
- Views: 40
Improve support for copy and paste
TL;DR Make copy-and-paste work like placing entity normally. What? Copying an entity should behave exactly like the player picking that entity from the crafting menu, except that when it is built it inherits configuration like filters. Currently it does not and there's many examples. Railgun turret...
- Sun Nov 10, 2024 10:16 am
- Forum: Ideas and Suggestions
- Topic: Improve editor support for SA
- Replies: 0
- Views: 67
Improve editor support for SA
TL;DR Make it quick and easy to go to space or other planets with /editor. What? In the Surfaces tab in the editor, add a "create platform" button that instantly spawns a platform. Additionally, add a button that can teleport that platform to any location. Finally, add a button that forci...
- Sun Nov 10, 2024 10:01 am
- Forum: Ideas and Suggestions
- Topic: Add more fine-grained enemy controls
- Replies: 2
- Views: 89
Add more fine-grained enemy controls
TL;DR Add settings to control each planet's enemies separately. What? Move Pollution from the Advanced view to the Enemy view as this is what it's actually relevant to. Meanwhile, rather than having a setting for enemy bases on Gleba/Nauvis and all other settings global, split them up so that every...
- Fri Nov 08, 2024 11:29 pm
- Forum: Ideas and Suggestions
- Topic: Enable the filter for the loader directed to chest
- Replies: 8
- Views: 318
Re: Enable the filter for the loader directed to chest
I actually just encountered this issue myself; the use case was a loader at the end of a belt into an AP chest, filtered to spoilage. The loader actually loaded unspoiled items too.
- Fri Nov 08, 2024 5:52 pm
- Forum: Ideas and Suggestions
- Topic: Allow wildcards in interrupts
- Replies: 3
- Views: 328
Re: Allow wildcards in interrupts
I'm aware of various circuitry attempts to solve thiis problem, but I don't think they're a real replacement for a native solution, just like how you could previously do circuit solutions for train priorities, but the devs added a native solution anyway.