Search found 43 matches
- Mon Nov 06, 2023 4:41 am
- Forum: Ideas and Suggestions
- Topic: Passive Requester Chests
- Replies: 18
- Views: 3143
Re: Passive Requester Chests
Another problem with the current setup - Storage Chests with at least 1 of any given item have a higher priority than Storage Chests with a filter. So if you want to, say, have a Storage Chest where you return deconstructed items like Assemblers, if any other Storage Chest in the network has that i...
- Mon Nov 06, 2023 1:38 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 47140
Re: Friday Facts #382 - Logistic groups
Long I think you could do that very cleanly by having the interaction be with blueprints, no special selector required. Something like clicking on a logistics group with blueprint in hand adds its contents to the group, or an option to create a group from a blueprint. That would definitely work, al...
- Sun Nov 05, 2023 10:45 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 47140
Re: Friday Facts #382 - Logistic groups
I have another idea for a feature request that sounds very useful in my humble opinion, and it follows logically from the new logistic group feature (and the new remote building): With the new logistic groups, you can add a new group, for example "outpost building", manually add everything...
- Sun Nov 05, 2023 10:29 am
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 173
- Views: 39027
Re: Friday Facts #383 - Super force building
Half of the replies seem to be about what people want or want not to happen in one of the 3 modes. So my suggestion: Add a new tool to the quick action bar that brings up a mini-config menu. | Normal | Shift | Shift+Ctrl | ------------------+--------+-------+------------+ Add Landfill | [ ] | [ ] |...
- Sun Nov 05, 2023 8:47 am
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 173
- Views: 39027
Re: Friday Facts #383 - Super force building
I have one request though: now that you have super force building. Maybe it is a good idea to move cliff deconstruction to super force building instead of regular force building? That would be nice. I too have had situations where I destroy cliffs when I didn't mean to and it can be frustrating. I ...
- Sat Nov 04, 2023 9:10 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 47140
Re: Friday Facts #382 - Logistic groups
While you're reworking logistics, could you add the ability to re-order the rows? I often decide that I want to insert a row, but I can only append. thanks <3 Look at the lines next to the trash can icons. Those are the drag-and-drop markings, showing that they are already possible to re-order. the...
- Fri Nov 03, 2023 2:28 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 47140
Re: Friday Facts #382 - Logistic groups
By default you will multiply the contents by -1, not -2. You sum this with the required values, this means, only the positive values are the missing values (You need more than you have). And the filter inserter, when configured to set filter based on circuit signals only works on positive values, s...
- Fri Nov 03, 2023 12:57 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 47140
Re: Friday Facts #382 - Logistic groups
Also, I am having a hard time deciphering how this combinator system works in this screenshot from the FFF: https://cdn.factorio.com/assets/blog-sync/fff-382-wall-resupply.png I figured the arithmetic combinator multiplies the contents of the chest by -2, but I have not figured out how this helps th...
- Fri Nov 03, 2023 12:17 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 173
- Views: 39027
Re: Friday Facts #383 - Super force building
Fantastic addition! The thing many have been looking forward to (including myself) and predicted based on the rpevious FFF's! I have one request though: now that you have super force building. Maybe it is a good idea to move cliff deconstruction to super force building instead of regular force build...
- Fri Nov 03, 2023 10:33 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 47140
Re: Friday Facts #382 - Logistic groups
I like the idea, but i think it also introduce something maybe unforeseen, because in Nauvis there is a "starting location" which is your respawn point when you die, i suppose in other planets the respawn point will be the 1 landing pad, or if you die in space, though that could also be t...
- Fri Nov 03, 2023 8:40 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 47140
Re: Friday Facts #382 - Logistic groups
I see many people complaining about the maximum of one landing pad per planet. While I do not care about that myself because I don't build megabases (I only play to win the game), I do see their point AND also the developer's point, and I propose this solution: Only allow planets to have multiple la...
- Sat Sep 30, 2023 12:09 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 339
- Views: 98982
Re: Friday Facts #378 - Trains on another level
2. Elevated rails look too high up (i.e. too far offset in the Y axis). It would look better only offset a little bit, to the ramps don't look so steep. There's a lot of visual trickery going on to make things look isometric, so it doesn't need to be at the "correct" height, instead a hei...
- Fri Sep 29, 2023 9:18 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 339
- Views: 98982
- Fri Sep 29, 2023 8:58 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 339
- Views: 98982
Re: Friday Facts #378 - Trains on another level
Would an elevated artillery train be invulnerable? This is an important question that needs answering. Also, an elevated arty train over a lake. It doesn't look like you can elevate stations, and artillery trains don't fire when stopped at signals. You could landfill yourself a tiny island though, ...
- Sat Sep 16, 2023 2:27 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 367
- Views: 75805
Re: Friday Facts #376 - Research and Technology
The new research thing seems like a pretty minor change, imho. Not clear to me that will make much of a difference in the game. If you are moving along with reasonable efficiency, you generally like to start drilling/mining/crafting/producing ahead of time anyways before the science gets unlocked. ...
- Sat Sep 16, 2023 2:10 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 367
- Views: 75805
- Sat Sep 16, 2023 12:16 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 367
- Views: 75805
Re: Friday Facts #376 - Research and Technology
I wonder if manually crafting something counts. Blue chips you can not do manually and neither can oil or steel, but uranium for example sure can.
- Sat Sep 16, 2023 12:14 am
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 88410
Re: Friday Facts #373 - Factorio: Space Age
It sounds more like they are going to take existing end game content and keep it as end game content instead of making new end game content. Again, I'm sure there are some big ideas planned but from what we've seen so far it is 'move this previously unlocked tech to a new planet and call it some mi...
- Fri Sep 15, 2023 6:27 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 367
- Views: 75805
Re: Friday Facts #376 - Research and Technology
- Are the triggers retroactive when they become available? What if you already mined uranium before your research tree gets far enough to get to centrifuges? The game already tracks production statistics for everything. So the most natural implementation would be to just look at those, rather than ...
- Fri Sep 15, 2023 6:19 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 367
- Views: 75805
Re: Friday Facts #376 - Research and Technology
I don’t think I’ve seen this as feedback yet, but the alt-mode icons for quality filters on splitters are incredibly difficult to make out. Especially the “base quality” icon which is a gray dot (over a gray mechanical sprite). I hadn’t noticed this in the original Quality FFF because the images we...