Search found 26 matches
- Fri Jul 06, 2018 7:24 pm
- Forum: Outdated/Not implemented
- Topic: Make buffer chests able to request from other buffer chests
- Replies: 7
- Views: 4440
Re: Make buffer chests able to request from other buffer chests
How exactly would this work? What decides if one buffer chest can request from another? If all chests could request from all other chests you would just end up with an infinite loop of resources being sent back and forth.
- Wed Jun 06, 2018 11:55 am
- Forum: Ideas and Suggestions
- Topic: Quick Underground Belt Visual Aid
- Replies: 4
- Views: 2726
Re: Quick Underground Belt Visual Aid
IMO we just need a slightly different graphic where the first half of the belt is obviously uncovered, then we get the best of both worlds, it would no longer look ugly (no more ugly that running a belt into the side of a normal belt), and will be intuitive as the belt will look like only half can ...
- Wed Jun 06, 2018 11:49 am
- Forum: Ideas and Suggestions
- Topic: Keep Showing Locomotive Path when open Locomotive pane
- Replies: 1
- Views: 1363
Re: Keep Showing Locomotive Path when open Locomotive pane
+1
A way to see the train's whole journey instead of just one screen of it would be incredibly useful!
A way to see the train's whole journey instead of just one screen of it would be incredibly useful!
- Mon May 28, 2018 2:34 pm
- Forum: Ideas and Suggestions
- Topic: Seperate train plans from trains
- Replies: 11
- Views: 4890
Re: Seperate train plans from trains
+1 I've said many times to my friends that this would be a really useful feature
You can already sort of do this with the copy paste tool, but that doesn't allow you to update all your trains at once, and requires you to find all the trains you want to update when you make a change, which is a bit ...
You can already sort of do this with the copy paste tool, but that doesn't allow you to update all your trains at once, and requires you to find all the trains you want to update when you make a change, which is a bit ...
- Mon May 28, 2018 2:28 pm
- Forum: Ideas and Suggestions
- Topic: Recipe Tree
- Replies: 10
- Views: 3838
Re: Recipe Tree
I'm pretty sure trying to squeeze the production dependency tree into research screen would create a mess where one would be unable to use the screen for either task.
Personally I'm all for support of production tree visualization, but in a separate screen, possibly accessed via inventory/produce ...
Personally I'm all for support of production tree visualization, but in a separate screen, possibly accessed via inventory/produce ...
- Sun May 27, 2018 1:48 pm
- Forum: Ideas and Suggestions
- Topic: Remove ability to take/drop from/to splitters
- Replies: 20
- Views: 7695
Re: Remove ability to take/drop from/to splitters
The top priority should be to make the game fun to play, and as Factorio is basically a puzzle game that means having mechanics that lead to interesting puzzles.
For belts, using underground belts to seperate sides of the belt is one of these mechanics, and I think removing this would make these ...
For belts, using underground belts to seperate sides of the belt is one of these mechanics, and I think removing this would make these ...
- Sun May 20, 2018 8:52 am
- Forum: Ideas and Suggestions
- Topic: Iron Chests, An Idea for Conversion and Re-Use
- Replies: 50
- Views: 22820
Re: Iron Chests, An Idea for Conversion and Re-Use
Stack inserters are literally more expensive than steel chests. The argument for saving resources on "cheap iron chests" is completely invalid when stack inserters are in play.
Sure they do cost more, but using steel chests instead of iron still isnt insignificant, it would approximately double ...
Sure they do cost more, but using steel chests instead of iron still isnt insignificant, it would approximately double ...
- Sat May 12, 2018 5:30 pm
- Forum: Implemented Suggestions
- Topic: Realtime Clock / Timer to pause game / On Screen Display which displays current system-time
- Replies: 25
- Views: 18802
Re: In-Game System Clock display
and will be information that players that arent playing in fullscreen borderless mode already have.
As i have stated, this will not be useful for some players who rely on other means.
Y'know, the kinds of players who don't have a family or full-time job to attend to.
This game is great, but i can ...
As i have stated, this will not be useful for some players who rely on other means.
Y'know, the kinds of players who don't have a family or full-time job to attend to.
This game is great, but i can ...
- Sat May 12, 2018 4:43 pm
- Forum: Implemented Suggestions
- Topic: Realtime Clock / Timer to pause game / On Screen Display which displays current system-time
- Replies: 25
- Views: 18802
Re: In-Game System Clock display
Having a system clock is also unnecessary clutter on the screen though, and will be information that players that arent playing in fullscreen borderless mode (or just players with a clock / watch) already have. And you cant really argue to have it as an F4 menu option as most players would never ...
- Sat May 12, 2018 8:18 am
- Forum: Implemented Suggestions
- Topic: Realtime Clock / Timer to pause game / On Screen Display which displays current system-time
- Replies: 25
- Views: 18802
Re: In-Game System Clock display
As for your watch, is it syncronized with an NTP server and does it adjust for daylight savings in your local region?
And not everyone can afford those fancy new "smart watches".
On second thought, who actually wears a watch while they're using their computer?
Wouldn't that get really annoying with ...
And not everyone can afford those fancy new "smart watches".
On second thought, who actually wears a watch while they're using their computer?
Wouldn't that get really annoying with ...
- Wed May 09, 2018 7:12 am
- Forum: Ideas and Suggestions
- Topic: Could the map be rotated?
- Replies: 9
- Views: 9774
Re: Could the map be rotated?
The Factorio and Don't Starve graphics style is completely different though, so I doubt it would look good here. For example Factorio has shadows which would stay in the same place as you rotated unless there were seperate renders for all 4 directions, which probably wouldn't be worth it.
And don't ...
And don't ...
- Wed Apr 25, 2018 8:18 am
- Forum: Ideas and Suggestions
- Topic: Limit offshore pump output depending on lake size
- Replies: 29
- Views: 9812
Re: Limit offshore pump output depending on lake size
If you have a limit on water output, wouldn't it make sense for it to be a limit for the whole lake instead of per pump?
Imagine you had a 4x4 lake, you would be able to pump 16 units of water from it. If you then added a second pump and it didn't take into account other pumps, then you would now be ...
Imagine you had a 4x4 lake, you would be able to pump 16 units of water from it. If you then added a second pump and it didn't take into account other pumps, then you would now be ...
- Tue Apr 24, 2018 6:40 pm
- Forum: Ideas and Suggestions
- Topic: Construction bot pathing
- Replies: 14
- Views: 6865
Re: Construction bot pathing
tl;dr; You shouldn't be limited by game mechanics you can't control, and robots wouldn't need to be that smart, just smart enough to get them where they want to go, probably removing the problems with processing power required.
I agree that this isn't a very efficient way to do robot networks, but ...
I agree that this isn't a very efficient way to do robot networks, but ...
- Sat Apr 14, 2018 1:00 pm
- Forum: Ideas and Suggestions
- Topic: Train navigation checkpoint
- Replies: 12
- Views: 5717
Re: Train navigation checkpoint
This could be the better option: place two or three train stops on the shorter route, give them some name (like "routingagent") and activate/deactivate them as needed to route your train to the longer track.
But even then this is a complex task, because you can't read the id while it is moving and ...
But even then this is a complex task, because you can't read the id while it is moving and ...
- Fri Mar 23, 2018 11:18 pm
- Forum: Ideas and Suggestions
- Topic: Re-Plant Trees
- Replies: 56
- Views: 36834
Re: Re-Plant Trees
Sorry that this reply is a bit late, but I haven't been on the forums for a while :P
Just thought that I would add that you can refactor most code (unless something needs to actually happen every tick, or there needs to be some check for something that doesn't have an event) so that you don't need ...
Just thought that I would add that you can refactor most code (unless something needs to actually happen every tick, or there needs to be some check for something that doesn't have an event) so that you don't need ...
- Sun Nov 19, 2017 12:08 pm
- Forum: Implemented mod requests
- Topic: Simple property requests (something that exists but has no way to read/write it)
- Replies: 139
- Views: 53775
Re: Simple property requests (something that exists but has no way to read/write it)
LuaEntity.products_finished - not currently writable, but I dont see why it couldnt be
- Fri Jun 30, 2017 11:15 pm
- Forum: Implemented mod requests
- Topic: Simple property requests (something that exists but has no way to read/write it)
- Replies: 139
- Views: 53775
Re: Simple property requests (something that exists but has no way to read/write it)
Things with no health aren't repairable, things that aren't built or supported in blueprints simply can't be blueprinted because the game engine wasn't coded to support it.
So trees health is different to built entities health somehow?
And why wouldn't things like trees be supported in blueprints ...
So trees health is different to built entities health somehow?
And why wouldn't things like trees be supported in blueprints ...
- Fri Jun 30, 2017 9:56 pm
- Forum: Implemented mod requests
- Topic: Simple property requests (something that exists but has no way to read/write it)
- Replies: 139
- Views: 53775
Re: Simple property requests (something that exists but has no way to read/write it)
Some flags are assumed, and cannot be disabled (as far as I can tell) for things like trees, e.g. not-repairable and not-blueprintable, I think these could be quite useful in some specific cases
Thanks
Thanks

- Sun May 14, 2017 7:31 pm
- Forum: Won't implement
- Topic: Multiple collision boxes for each collision mask
- Replies: 1
- Views: 1464
Multiple collision boxes for each collision mask
Ive had a problem for a while where there is no way (that ive found) to add entities that dont snap to the grid, but you can still move between when you place them (apart from making them not collide with the player at all).
With a grid it is fairly simple (you just make the collision box slightly ...
With a grid it is fairly simple (you just make the collision box slightly ...
- Sun Oct 16, 2016 1:34 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Tree Sapling Mod v0.1.4
- Replies: 19
- Views: 16059
Re: [MOD 0.12.x] Tree Sapling Mod v0.1.2
Sorry for not replying to any comments for the past few months, the last time I checked (just before 0.13) this topic had drifted down to about page 4 or 5, so I didnt think there would be anyone using this mod anymore. I have tried to update it to 0.13, and have uploaded it to the factorio mods ...