Search found 31 matches

by shopt
Sun May 15, 2022 6:37 am
Forum: Ideas and Suggestions
Topic: [0.17] Make Pipette also copy recipe
Replies: 42
Views: 1212

Re: [0.17] Make Pipette also copy recipe

Others have made the point that copy paste does what is wanted for the most part. I'll admit sometimes I have wanted pipette to copy recipe too, but the two issues I see are: 1. You generally use pipette to just get a machine ghost in hand without having to search inventory or quick bars. If you dro...
by shopt
Thu Apr 21, 2022 2:14 am
Forum: General discussion
Topic: Is using other people’s blueprints cheating?
Replies: 42
Views: 8047

Re: Is using other people’s blueprints cheating?

It's nuanced. tl;dr cheating doesn't really make sense in Factorio, almost everyone wins even their first game. I would replace "cheating" with "interesting". You can use blueprints to ruin fun, but they don't inherently do so. Single player: Do what you want. Install a mod with ...
by shopt
Mon Mar 28, 2022 5:37 am
Forum: Not a bug
Topic: [1.1.56] Windowed mode, clicking close will not prompt to save
Replies: 7
Views: 544

[1.1.56] Windowed mode, clicking close will not prompt to save

When playing in windowed mode on Windows (didn't test on linux, but I would guess it likely applies there too), clicking the close button in the top right will immediately close the game with no confirmation, discarding all progress since the last save. I've done this a couple of times by accident w...
by shopt
Tue Feb 22, 2022 1:00 am
Forum: General discussion
Topic: How is "SPM" measured?
Replies: 31
Views: 6560

Re: How is "SPM" measured?

Things about megabases I find interesting: 1) Can it hot start (shut down the labs, let everything back up, restart the labs, does it all start running properly again without player intervention?) I'm a bit confused by this. What would cause a base to fail to hot start? Apart from train deadlock or...
by shopt
Tue Jan 18, 2022 6:51 am
Forum: Ideas and Suggestions
Topic: Auto-Request
Replies: 45
Views: 4448

Re: Auto-Request

So I think you may be talking about auto-dependencies for hand-crafting. I counter-suggested just implementing manual, one-off logistics requests that reset once they are filled as a much easier to implement alternative, that has more use cases, and solves one of the issues that the people who want ...
by shopt
Sun Jan 16, 2022 5:49 am
Forum: Implemented Suggestions
Topic: Can you add a clock to the game?
Replies: 45
Views: 3100

Re: Can you add a clock to the game?

... merely asking for them to display ... I think this is where we are talking across each other. To me that is not simple, for all the reasons I posted earlier. What format? What size? Will people be happy with the format and size the devs pick? "Just make it configurable" someone will s...
by shopt
Sun Jan 16, 2022 2:33 am
Forum: Ideas and Suggestions
Topic: Auto-Request
Replies: 45
Views: 4448

Re: Auto-Request

Yes in theory you can do one-shot requests with a requester chest, however: * What Blue Templar said. I have to stand still and wait for the bots to fill the chest, or I have to remember to come back later. * Requester chests come significantly later in the tech tree than personal logistics requests...
by shopt
Sat Jan 15, 2022 10:28 pm
Forum: Implemented Suggestions
Topic: Can you add a clock to the game?
Replies: 45
Views: 3100

Re: Can you add a clock to the game?

I'm not seeing why people want Factorio to reinvent the wheel. I'm not seeing why you think adding the time is reinventing the wheel, but ok.... Because there's already plenty of other tools which show you the time, and will do a better job at showing it to you how you want. 12 or 24 hour? Seconds ...
by shopt
Sat Jan 15, 2022 3:02 am
Forum: Implemented Suggestions
Topic: Can you add a clock to the game?
Replies: 45
Views: 3100

Re: Can you add a clock to the game?

I'm not seeing why people want Factorio to reinvent the wheel. I'm not seeing why you think adding the time is reinventing the wheel, but ok.... Because there's already plenty of other tools which show you the time, and will do a better job at showing it to you how you want. 12 or 24 hour? Seconds ...
by shopt
Fri Jan 14, 2022 3:20 am
Forum: Ideas and Suggestions
Topic: Auto-Request
Replies: 45
Views: 4448

Re: Auto-Request

I think it would be much more in the spirit of the game, and useful in general, to have "one-shot" logistics requests which are deleted, or drop back to the regular amount, once satisfied. I'm usually requesting items to be able build stuff somewhere I don't have bot coverage, not to handc...
by shopt
Fri Jan 14, 2022 3:01 am
Forum: Ideas and Suggestions
Topic: Offer to update before/after loading mods / Update on restart/startup/shutdown
Replies: 29
Views: 1354

Re: Update on close (without Steam)

Definitely there in the GoG/standalone version, it's in the "Other" section. If anything, steam should be the version most likely to allow turning that off, as steam updates tend to be timely and automatic.
by shopt
Fri Jan 14, 2022 2:44 am
Forum: Implemented Suggestions
Topic: Can you add a clock to the game?
Replies: 45
Views: 3100

Re: Can you add a clock to the game?

I'm not seeing why people want Factorio to reinvent the wheel. Find a clock overlay, have clock in every game. Set a timer or alarm on your phone/computer. Play maximised in windowed mode and the OS gives you a clock, Factorio isn't the type of game which will lose performance by running in windowed...
by shopt
Fri Jan 14, 2022 2:27 am
Forum: Ideas and Suggestions
Topic: Unreachable items
Replies: 24
Views: 1832

Re: Distance limit: a very bad design choice

What? You mean my totally legit strategy of radar and power pole creeping to 3 chunks away from a nest, and then placing landmines in the nest, all from the safety of my base, is cheating? Or maybe I should be placing turrets and stocking them with ammo from the safety of my base, that sounds legit ...
by shopt
Tue Jan 04, 2022 1:35 am
Forum: General discussion
Topic: What are the most impractical items in Factorio?
Replies: 88
Views: 14003

Re: What are the most impractical items in Factorio?

Firstly, I'm assuming that anything that's useful at any point in an unmodded game is practical, some items just get obsoleted by the tech tree or infrastructure scale up. I consider items as impractical if they are already obsolete on arrival. Top of my list would be cannon shell & uranium cann...
by shopt
Mon Oct 11, 2021 10:40 am
Forum: Ideas and Suggestions
Topic: Let spidertron ride a train
Replies: 5
Views: 565

Re: Let spidertron ride a train

The spider is totally disabled while riding, but keeps all its equipment and setings. You can load/unload from the map view. Let me know if there are any bugs/features you think are missing! I don't think the spidertron being disabled while loaded is a problem. Only played around a bit, a few minor...
by shopt
Sun Oct 10, 2021 5:28 am
Forum: Ideas and Suggestions
Topic: Let spidertron ride a train
Replies: 5
Views: 565

Re: Let spidertron ride a train

Thanks for the mod link, sounds like it gives almost everything I asked for.
by shopt
Sat Oct 09, 2021 10:34 pm
Forum: Ideas and Suggestions
Topic: Let spidertron ride a train
Replies: 5
Views: 565

Let spidertron ride a train

So this is probably too much work for the benefit, but thought I would post this as it would be cool and useful, even though it will probably be mercilessly shot down :) TL;DR Let a spidertron be transported by train What ? * Give spidertron the ability to climb on top of a wagon (possibly a new ded...
by shopt
Sun Sep 19, 2021 9:22 am
Forum: Balancing
Topic: Defence economy balance
Replies: 78
Views: 14259

Re: Defence economy balance

Reading this thread has been interesting. One thing I think that has been overlooked with gun turrets vs lasers regarding outposts, is resilience. Laser turrets at an outpost are vulnerable to biters chewing on your poles, Ah, but you see, this problem only weighs in on the equation if you have the...
by shopt
Sat Sep 18, 2021 10:37 am
Forum: Balancing
Topic: Defence economy balance
Replies: 78
Views: 14259

Re: Defence economy balance

... That's a valid point, but doesn't affect running cost (economy balance) that much, unless you also calculate rebuilding of outposts due to power outage Which I guess is where I'm not sure I accept the premise of this thread, which seems to be that all 3 turret types should be economically balan...

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