Search found 46 matches
- Sat Mar 23, 2024 6:48 am
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 129
- Views: 16592
Re: Friday Facts #403 - Train stops 2.0
drone hub cart for trains. ... “filtering” traffic lights. +1. It feels like a spidertron, so the possibility is still there, but there is a lot a manual outpost building before you can reach to spidertron I don't know how i lived without that "train station change color and limit automaticall...
- Fri Mar 15, 2024 4:51 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 22692
Re: Friday Facts #402 - Lightspeed circuits
Beautiful QOL features. Both are gonna save me sooo much time.
Will we have a laser beamer or interplanetary radar to move circuit signals between planets?
Will we have a laser beamer or interplanetary radar to move circuit signals between planets?
- Fri Feb 23, 2024 7:16 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 289
- Views: 35314
Re: Friday Facts #399 - Trash to Treasure
The last time I checked, you can not recycle solid fuel (liquid) or stone (already in its rawest form and can not be processed further). ... None of the visible belts in this footage have a stone outlet through inserters or splitters for the main loop. The secondary row of the recycler on the right...
- Fri Feb 23, 2024 6:24 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 289
- Views: 35314
Re: Friday Facts #399 - Trash to Treasure
If there is a possibility of time of day triggers like weather effects only at night....just imagine what is possible on those new planets. Or what modders could do with dynamic weather. Think about the world from "Pitch Black" movie where aliens would attack only at night! 5h of daytime, ...
- Fri Feb 23, 2024 6:22 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 289
- Views: 35314
Re: Friday Facts #399 - Trash to Treasure
Wow! And I mean it. This FFF is actually in the top 3, if not the biggest excitement I got from v2.0 teases. Environment hazards? — Awesome. Cool new mood enhancer that gives character to the surroundings. Tar rivers and small islands? — Hell yeah! Let there be train spaghetti! I was skeptical about...
- Sun Feb 18, 2024 3:09 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 24356
Re: Friday Facts #398 - Fulgora
...to reduce the overall polution of the factory? Would be pretty interessting if this was actually necessary on the last Planet, because you cannot beat the Aliens there outright, so you need to stay low profile. I second that. This would be a nice change of pace: splitting the factory, so waves a...
- Sat Jan 27, 2024 4:20 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 17146
Re: Friday Facts #395 - Generic interrupts and Train stop priority
Another train fact. Lovely!
Great improvements!
Great improvements!
- Fri Jan 12, 2024 9:15 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 227
- Views: 45787
Re: Friday Facts #393 - Putting things on top of other things
Almost 2k hours here, and don't remember using blue belts because of their price. Space is unlimited after all, so I'm not sure I'm gonna use new belts apart from underground. I like the color - not too vibrant and even tho it's similar to yellow, you still can easily say what belt it is by looking ...
- Sun Nov 26, 2023 9:23 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 123
- Views: 24732
Re: Friday Facts #386 - Vulcanus
- eruptions: regional reduced visibility I second this so much. Different cosmetic effects sound so immersive. Even if that is just a simple fade in/out effect depending on the current biome. Flying ashes, lower saturation at certain biomes, reddish hue shift in lava biome or the planet in general....
- Sat Nov 25, 2023 4:14 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 123
- Views: 24732
Re: Friday Facts #386 - Vulcanus
*Mostly vanilla player. Never played SE. It's awesome to see more atmospheric effects! Yellow haze, acid geysers, random plumes - yummy! Biome specific recourses? Wow! Can we have more atmospheric effects on Nauvis too? Like bringing haze up if you are in highly polluted chunks? I’m so hyped about d...
- Sat Feb 18, 2023 7:40 pm
- Forum: Technical Help
- Topic: Last hope: blueprint library recovery from save file. (v1.1.9+)
- Replies: 21
- Views: 15749
Re: Last hope: blueprint library recovery from save file. (v1.1.9+)
Still relevant. Downgraded my game to continue playing a save with active recording and lost my saves. Renaming the backup did not help, but this thread did. Thank you.
- Mon Oct 10, 2022 12:39 pm
- Forum: Gameplay Help
- Topic: Difference in Recipe/Technology Difficulty?
- Replies: 21
- Views: 25881
Re: Difference in Recipe/Technology Difficulty?
What about a way to put a value less than 1 in the Technology price multiplier? I'd like a more casual game with faster technology instead of sitting for 10 min waiting on basic techs to get researched. Have you tried it? I have not, but it's possible that: /c game.difficulty_settings.technology_pr...
- Mon Oct 10, 2022 12:04 pm
- Forum: Gameplay Help
- Topic: Different technology_price_multiplier per force
- Replies: 2
- Views: 825
Re: Different technology_price_multiplier per force
Never thought about it. Clever workaround. Thank you!Silari wrote: ↑Sun Oct 09, 2022 4:15 pmYou could approximate such a thing by setting one of the forces productivity bonus so their research becomes cheaper comparatively.
- Sun Oct 09, 2022 2:30 pm
- Forum: Gameplay Help
- Topic: Different technology_price_multiplier per force
- Replies: 2
- Views: 825
Different technology_price_multiplier per force
I remember having two different tech prices for my friend and me but cannot find the command and it seems game.forces doesn't have technology_price_multiplier command. Can someone help out, or is my brain playing games, and it's not possible? It could be super useful for creating matches where sever...
- Sun Oct 09, 2022 2:15 pm
- Forum: Ideas and Suggestions
- Topic: Production tab: persist selected timespan
- Replies: 17
- Views: 4192
- Sun Oct 09, 2022 2:14 pm
- Forum: Ideas and Suggestions
- Topic: Improve the clarity of location pings
- Replies: 2
- Views: 855
Re: Improve the clarity of location pings
I have no problems with functionality, but the graphics of the marker itself could be updated to something nicer. Even just removing the circle is better.
- Sun Oct 09, 2022 1:59 pm
- Forum: Ideas and Suggestions
- Topic: Fast Pipe Bending
- Replies: 5
- Views: 1316
- Sun Oct 09, 2022 1:56 pm
- Forum: Implemented Suggestions
- Topic: Please bring back the "open locomotive button"
- Replies: 7
- Views: 2388
- Sun Oct 09, 2022 1:37 pm
- Forum: Ideas and Suggestions
- Topic: Different Texture for Low Density Structure
- Replies: 7
- Views: 2948
Re: Different Texture for Low Density Structure
I'm down for changing it just because of this one guy. It brings nothing bad to others. Factorio is about a good experience for all of us.
Visibility point is just a bonus.
Visibility point is just a bonus.
- Sun Oct 09, 2022 1:27 pm
- Forum: Ideas and Suggestions
- Topic: Don't connect to deconstructed power / No auto connect wires when deconstruccting
- Replies: 10
- Views: 1798
Re: no auto connect wires when deconstructing
This sounds like a mod. Or, alternatively - disconnect all poles from the one you want to pick up before you do, and it should do the trick. I'm against having this feature forced. Imagine removing a pole with a bot at a distant outpost and not seeing that you just cut out half of that outpost, incl...