Search found 24 matches
- Sat Nov 23, 2024 5:34 pm
- Forum: News
- Topic: Friday Facts #438 - Space Age wrap up
- Replies: 107
- Views: 26145
Re: Friday Facts #438 - Space Age wrap up
How difficult would it be to spin off the procedural music generator as its own app which uses an existing game/soundtrack install to provide users with a constantly shifting soundtrack for their day without needing to leave Factorio running? Bonus points if there was also a (purchased) mobile app ...
- Sat Nov 23, 2024 5:31 pm
- Forum: Not a bug
- Topic: [Kovarex] [2.0.10] "Read stopped train" signal gets used by "Send to train" in circuit condition interrupts
- Replies: 8
- Views: 1305
Re: [Kovarex] [2.0.10] "Read stopped train" signal gets used by "Send to train" in circuit condition interrupts
Hello, this is a generic problem in more than this place.
We have an internal proposal to make it configurable almost everywhere from/to which wire you read/write. So you could output to red and read from green for example.
But this is not a trivial change, and because of all the other work ...
- Thu Nov 14, 2024 7:44 pm
- Forum: Not a bug
- Topic: [Kovarex] [2.0.10] "Read stopped train" signal gets used by "Send to train" in circuit condition interrupts
- Replies: 8
- Views: 1305
Re: [Kovarex] [2.0.10] "Read stopped train" signal gets used by "Send to train" in circuit condition interrupts
Hello, this is a generic problem in more than this place.
We have an internal proposal to make it configurable almost everywhere from/to which wire you read/write. So you could output to red and read from green for example.
But this is not a trivial change, and because of all the other work we ...
- Fri Oct 25, 2024 8:01 pm
- Forum: Ideas and Suggestions
- Topic: Output R/G settings for buildings
- Replies: 15
- Views: 1400
Re: Read ingredients & read inventory from assembler to different wires
It is a bad oversight for a fantastic game. Here is a simple bot mall blueprint. The DC wouldn't be needed if each option in the assembler had red AND green checkboxes beside it. This would also make wiring it up a lot simpler.
10-25-2024, 13-01-08.png
0eNrFVcFuozAQ ...
10-25-2024, 13-01-08.png
0eNrFVcFuozAQ ...
- Fri Oct 11, 2024 9:18 pm
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 47067
Re: Friday Facts #432 - Aquilo
An interesting idea for a planet that brings juicy new mechanisms.
That being said, the #1 thing I would add is in-floor heating tiles. (i.e. 1.5x concrete + 1x heating pipe?) For the cost of 50% more concrete, you wouldn't have to try to route heating pipes around structures but could build over ...
That being said, the #1 thing I would add is in-floor heating tiles. (i.e. 1.5x concrete + 1x heating pipe?) For the cost of 50% more concrete, you wouldn't have to try to route heating pipes around structures but could build over ...
- Fri Oct 11, 2024 9:12 pm
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 47067
Re: Friday Facts #432 - Aquilo
I agree. To get it running, sure, but, after that, it should be a source of heat.gGeorg wrote: Fri Oct 11, 2024 11:11 am A cool mechanic which gets inspired by The Frostpunk game,
However, why an electric smelter (or any smelter) would need an external heat source is beyond my understanding of smelting.![]()
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- Sat Oct 05, 2024 10:53 pm
- Forum: News
- Topic: Friday Facts #431 - Gleba & Captivity
- Replies: 158
- Views: 40652
Re: Friday Facts #431 - Gleba & Captivity
Honestly, I wouldn't allow players to build the Biolab anywhere they want. Instead, make it an upgrade to a captured spawner and require it to still need to receive regular doses of Bioflux to keep it from devolving/going rogue. That would require players to set up a transport network to each one ...
- Fri Sep 20, 2024 9:06 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 167
- Views: 42637
- Tue Sep 17, 2024 5:38 pm
- Forum: General discussion
- Topic: The *REAL* Lore
- Replies: 0
- Views: 883
The *REAL* Lore
I'm afraid that y'all have completely misunderstood what the biters actually are. They aren't a native species, but, instead, a Terran terraforming tool designed to process all atmospheric gases that aren't conducive to human health. (As MICRO organisms are all too readily mutated into something ...
- Fri Sep 13, 2024 7:00 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 21439
Re: Friday Facts #428 - Reactor & Logistics circuit control
Since we have a lot of logistic changes, are there any chances of seeing logistic gun turrets?
The main reason why gun turrets fall of in late/post game to me is that supplying them becomes an unjustifiable hassle. Flame throwers just requires pipes and are well worth it. Laser turrets just ...
- Fri Sep 13, 2024 6:46 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 21439
Re: Friday Facts #428 - Reactor & Logistics circuit control
I forgot: Will there be permanent signals for generated and stored power on all power networks? That would be fantastic, as, whenever there are brownouts, different parts of your base could automatically shut themselves down in a priority sequence to keep the most important parts running at all ...
- Fri Sep 13, 2024 6:45 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 21439
Re: Friday Facts #428 - Reactor & Logistics circuit control
That is an amazing update! I can't wait until the 21st!
![Image](https://i.imgur.com/vqzfkeX.gif)
![Image](https://i.imgur.com/vqzfkeX.gif)
- Fri Sep 06, 2024 8:47 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 47235
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
The biggest thing I feel is that a more automated combat system, before robots, spidertrons, or artillery is available. The pollution constraining your growth is very good but the combat really should be significantly more hands off.
Also, turrets shouldn't get double bonuses from upgrades ...
- Fri Sep 06, 2024 8:10 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 47235
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
I hope y'all really enjoy yourselves this weekend!
Some thoughts:
One easy way to make biter nests harder to crack would be to give them primitive static defences around the periphery of the nest. (Thickness increases with size of nest):
Earthen berms - Can be (slowly) climbed/flown over, but ...
Some thoughts:
One easy way to make biter nests harder to crack would be to give them primitive static defences around the periphery of the nest. (Thickness increases with size of nest):
Earthen berms - Can be (slowly) climbed/flown over, but ...
- Sat May 11, 2024 6:25 pm
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 112
- Views: 28670
Re: Friday Facts #410 - Rocket turret & Target priorities
Nice! One thing that occurred to me was that, because this is so powerful, a firing limitation should be in place. For example, once a pod has fired off its three readied missiles, it should retract into the turret to reload. (If you don't want to add in the extra animation, you could wait until ...
- Sun Apr 21, 2024 2:06 am
- Forum: News
- Topic: Friday Facts #407 - Automating a soundtrack
- Replies: 60
- Views: 15342
Re: Friday Facts #407 - Automating a soundtrack
Ever since I typed in a random blues riff(?) music generator BASIC program on an Atari 400, the thought of parametric music has enchanted me. Thank you for making it work for Factorio.
- Sun Apr 21, 2024 2:04 am
- Forum: News
- Topic: Friday Facts #407 - Automating a soundtrack
- Replies: 60
- Views: 15342
Re: Friday Facts #407 - Automating a soundtrack
I'm sure a *LOT* of us would appreciate it if y'all made a small app that sat in the taskbar and just played a constant stream of generated music from a valid Factorio install.
I WANT MY LIFE TO HAVE THE FACTORIO SOUNDTRACK!
I WANT MY LIFE TO HAVE THE FACTORIO SOUNDTRACK!
- Sat Apr 06, 2024 6:28 pm
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 32837
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
It's great to see things progressing so well, especially when you show us the various iterations you used to get to the final product. Some thoughts:
The best blueprints include a constant combinator at the input showing what needs to go in each lane and how much per second--multiplied by a ...
The best blueprints include a constant combinator at the input showing what needs to go in each lane and how much per second--multiplied by a ...
- Sun Mar 31, 2024 5:57 am
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 115
- Views: 29244
Re: Friday Facts #404 - Frustration not found
Great adds! Some thoughts:
Please add the functionality of the ' Filter Helper ' and ' Filter Assistant ' mods, as well as the ability to copy item filters between storage. They make dealing with storage **SO** much less frustrating.
When editing blueprints, **PLEASE** allow for full control, as ...
Please add the functionality of the ' Filter Helper ' and ' Filter Assistant ' mods, as well as the ability to copy item filters between storage. They make dealing with storage **SO** much less frustrating.
When editing blueprints, **PLEASE** allow for full control, as ...
- Sat Dec 30, 2023 12:40 am
- Forum: News
- Topic: Friday Facts #391 - 2023 recap
- Replies: 60
- Views: 17578
Re: Friday Facts #391 - 2023 recap
Please add mod grouping to the mod explorer. For example, when I want to play Space Exploration, I have to browse through the huge list of mods which I have installed and one by one select the ones I use for my SE map. It would be nice and easy to have a SE group, to which I would put all the SE ...