Search found 26 matches
- Thu May 21, 2020 11:08 am
- Forum: Ideas and Suggestions
- Topic: Improve Itemtransport between chests and belts
- Replies: 4
- Views: 1394
Re: Improve Itemtransport between chests and belts
You can balance unloading of chests using a moderately complicated set of circuit wires. I don't think you get full throughput that way, but it's an option if you really want to keep the chests balanced.
- Thu May 21, 2020 11:05 am
- Forum: Implemented in 2.0
- Topic: improve train block overlay: add directions
- Replies: 57
- Views: 16560
Re: Quality of life improvement: Visualize one-way rails with arrow
Direction is implied by the train blocking which is shown when placing a new signal, but I don't see any harm in making it clearer, especially for new players. It can always be made as an option which can be turned off in the graphics menu.
- Thu May 21, 2020 10:55 am
- Forum: General discussion
- Topic: G2A
- Replies: 4
- Views: 3069
Re: G2A
The dev with one of the most loyal fan bases in the industry has 198 stolen games sold through G2A, and they try to paint it as a big success!
- Thu Jan 30, 2020 9:27 am
- Forum: Implemented in 2.0
- Topic: mark-for-upgrading when blueprinting over fast-replaceable entities
- Replies: 39
- Views: 11789
Re: mark-for-upgrading when blueprinting over fast-replaceable entities
That sounds like it would be really useful
- Thu Jan 30, 2020 9:19 am
- Forum: Ideas and Suggestions
- Topic: Change of starting mechanics
- Replies: 20
- Views: 4804
Re: Change of starting mechanics
This could maybe be an option if you set a very large starting area. The problem is that starting areas are quite heavily managed in the map generation - providing a set area of no biters, and all basic resources. It would be difficult to change this without major repercussions
- Thu Jan 30, 2020 9:07 am
- Forum: Ideas and Suggestions
- Topic: Graphics Settings Presets
- Replies: 1
- Views: 1025
Graphics Settings Presets
It would be useful for players with limited knowledge of graphics options to be able to choose from a couple of presets in the graphics settings menu, especially coming up to 1.0. Maybe also make a divide in the UI between settings which influence performance, and settings which don't.
- Tue Nov 19, 2019 9:21 pm
- Forum: Ideas and Suggestions
- Topic: Add a signal connection point in the middle of curved rails (please!)
- Replies: 10
- Views: 3642
Re: Add a signal connection point in the middle of curved rails (please!)
This would be great, and I don't see any problems technically or for new players. These signals would act identically to current signals. The only difficulty is the requirement for new models of signals at new angles.
- Sun Nov 17, 2019 7:59 pm
- Forum: Ideas and Suggestions
- Topic: Synch Game Version
- Replies: 2
- Views: 1172
Re: Synch Game Version
I would like someone on any version (including eg 0.17.77 and hasn't downloaded the update yet) to be able to see any server from any version, but at least 0.17.74 and 0.17.78 and be able to synch to it.
- Sun Nov 17, 2019 5:04 pm
- Forum: Ideas and Suggestions
- Topic: Synch Game Version
- Replies: 2
- Views: 1172
Synch Game Version
In the same way as you can synch mods with a multiplayer server or a save game, it would be useful if you could synch gamer version number. Currently I don't think the server shows up at all if you're on a different version.
- Wed Nov 06, 2019 5:28 pm
- Forum: General discussion
- Topic: G2A
- Replies: 4
- Views: 3069
G2A
Did anything ever come of G2A's offer to reimburse the cost of credit card chargebacks at 10x the cost?
- Sat Aug 04, 2018 5:32 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 93080
Re: Friday Facts #254 - No research queue for you
If you think researches are a boring aspect of the game, make them more interesting. Adding a fanfare every time you finish each one isn't a solution.
- Tue Jun 26, 2018 11:21 pm
- Forum: General discussion
- Topic: Whats your current game goal?
- Replies: 43
- Views: 21017
Re: Whats your current game goal?
Currently, I'm working on completing Seablock. Just closed the game for the first time in at least 48 hours - that thing is SLOW!
- Tue Jun 26, 2018 11:11 pm
- Forum: Implemented Suggestions
- Topic: Remove Mining Hardness/Power?
- Replies: 13
- Views: 7470
Re: Is Mining Hardness/Power needed?
It looks like it was added a long time ago to allow for more options with miners that never materialised. As said above, we already have different gating mechanisms for Oil and Uranium, so having mining hardness just adds unnecessary complexity.
- Tue Jun 26, 2018 11:03 pm
- Forum: General discussion
- Topic: Pipe cleaner
- Replies: 3
- Views: 2171
Pipe cleaner
After getting Sulpher Dioxide in my Sulphuric Acid pipes for the second time today, I'm really missing the old pipe cleaner mod. Does anyone know of an alternative?
- Wed Jan 03, 2018 9:21 pm
- Forum: Gameplay Help
- Topic: Miner Circuit Outputs
- Replies: 2
- Views: 1355
Miner Circuit Outputs
I think the miners are giving out the wrong figure for resources left when set on 'whole patch'. I think they're giving out the amount for just that miner instead. Can someone with more experience using these circuit conditions please check it?
- Sun Dec 24, 2017 4:35 pm
- Forum: Resolved Problems and Bugs
- Topic: Multiplayer Desynch when placing blueprint.
- Replies: 2
- Views: 2823
Re: Multiplayer Desynch when placing blueprint.
It desynchs the other guy too.
- Sun Dec 24, 2017 3:48 pm
- Forum: Resolved Problems and Bugs
- Topic: Multiplayer Desynch when placing blueprint.
- Replies: 2
- Views: 2823
Multiplayer Desynch when placing blueprint.
I am hosting a multiplayer game with a small number of mods. Whenever I place a blueprint through the map view that is partly outside radar range, it desynchs my co-op partner. I have attached all the files that I think are required. They are mostly from my PC, but the desynch report is from my part...
- Thu Jul 27, 2017 5:16 pm
- Forum: News
- Topic: Friday Facts #200 - Plans for 0.16
- Replies: 129
- Views: 72149
Re: Friday Facts #200 - Plans for 0.16
Ridge effects would be really good for giving the map a bit of natural zoning and character!
- Tue Jul 25, 2017 9:08 am
- Forum: Mods
- Topic: [MOD 2.0] Global Tick Time Scale - Change the UPS/FPS of Factorio without changing the game pace.
- Replies: 48
- Views: 24750
Re: [MOD 0.15.x] Global Tick Time Scale - (Supports 120 FPS)
That's fixed it. I have power
Has anyone noticed a problem with solar panels? I've started making a solar farm and it feels instinctively like they're producing less than I would expect, but I didn't calculate it out properly.
Has anyone noticed a problem with solar panels? I've started making a solar farm and it feels instinctively like they're producing less than I would expect, but I didn't calculate it out properly.
- Mon Jul 24, 2017 2:50 pm
- Forum: Mods
- Topic: [MOD 2.0] Global Tick Time Scale - Change the UPS/FPS of Factorio without changing the game pace.
- Replies: 48
- Views: 24750
Re: [MOD 0.15.x] Global Tick Time Scale - (Supports 120 FPS)
I'm targeting 20 FPS. and my nuclear setup is suddenly a long way short of powering my factory. I think it's producing the same amount of power as before in GW, but my satisfaction is somewhere near 25%. Maybe consumption is trebled when running on this speed, but nuclear reactors are still producin...