Search found 127 matches
- Wed Sep 04, 2024 8:32 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 206
- Views: 67499
Re: The order of construction
Check out https://factorio.com/blog/post/fff-374
- Wed Aug 07, 2024 3:08 pm
- Forum: Not a bug
- Topic: [1.1.109] Refined Flammables boosts Forest Fire damage
- Replies: 5
- Views: 390
Re: [1.1.109] Refined Flammables boosts Forest Fire damage
Pretty cool that a simple research can increase the flammability of every tree on the map! The same way it increase the damage of every bullet on the map when researching bullet damage. I'm guessing that igniting a tree carries data about the original actor that caused the fire, and then applies th...
- Sat Jul 27, 2024 7:13 am
- Forum: Outdated/Not implemented
- Topic: [Performance, FFF #421] Potential fix for Electric Network multi-threading issue [Good faith repost]
- Replies: 5
- Views: 526
Re: [Performance, FFF #421] Potential fix for Electric Network multi-threading issue [Good faith repost]
If you read the rest of it he did overcome the multiple-networks hurdle by just merging them for the sake of the update, but what ultimately wrecked it was that it gave no performance gain: The results And this is where this idea failed completely. I could see our playtesting save file having at lea...
- Fri Jul 26, 2024 8:29 am
- Forum: Ideas and Suggestions
- Topic: Dynamically apply Upgrade Planners rather than upgrading blueprint books directly
- Replies: 4
- Views: 376
Re: Dynamically apply Upgrade Planners rather than upgrading blueprint books directly
Ah, you're right. They only ever talk about signals and recipes, not the entities themselves. Hmm. Most of my other ideas for how to go about this are kind of kneecapped by the lack of a limit on blueprint book nesting. If there were a limit of say a single book within a book you could change bluepr...
- Fri Jul 26, 2024 5:47 am
- Forum: Ideas and Suggestions
- Topic: Dynamically apply Upgrade Planners rather than upgrading blueprint books directly
- Replies: 4
- Views: 376
Re: Dynamically apply Upgrade Planners rather than upgrading blueprint books directly
I am 99% sure that the upcoming parameterized blueprints could solve this:
https://factorio.com/blog/post/fff-392
You might just have a lot of parameters
https://factorio.com/blog/post/fff-392
You might just have a lot of parameters
- Tue Jul 23, 2024 12:54 am
- Forum: Ideas and Suggestions
- Topic: Cloud saves without Steam
- Replies: 2
- Views: 264
Re: Cloud saves without Steam
You can point a cloud storage service at your save games
- Mon Jul 22, 2024 11:47 pm
- Forum: Ideas and Suggestions
- Topic: Inserters: Why are filters getting baked in, but stacks are separated?
- Replies: 25
- Views: 1392
Re: Inserters: Why are filters getting baked in, but stacks are separated?
That is not at all what this suggestion is about. So it's about not adding the new stack inserter and instead adding stack size research for burner/yellow/red/blue/green inserters only? Seems like it would feel bad for the same reasons as cutting the green inserter in favor of just having hand size...
- Mon Jul 22, 2024 3:21 pm
- Forum: Ideas and Suggestions
- Topic: Inserters: Why are filters getting baked in, but stacks are separated?
- Replies: 25
- Views: 1392
Re: Inserters: Why are filters getting baked in, but stacks are separated?
Am I to understand this suggestion as simply "cut the green inserter and replace it with a global tech"? Seems silly. This would give you burner/regular/long inserters with 12 hand size and cut the requirement to get oil from bulk insertion unless you moved the tech further down the tech t...
- Tue Jul 16, 2024 12:42 am
- Forum: Gameplay Help
- Topic: Why are my nuclear reactors losing temperature?
- Replies: 8
- Views: 794
Re: Why are my nuclear reactors losing temperature?
Thanks for the information. But I had to many steam turbines. And it killed the heat coming from the reactors. Generally they operate around 900°C for the switch. But they were only getting to around 530°C. I removed the access turbines and boom, heat back up. Now I have to rearrange for a water up...
- Sun Jul 07, 2024 12:07 am
- Forum: General discussion
- Topic: Just Got the Game – Is Upping the Difficulty
- Replies: 4
- Views: 1231
Re: Just Got the Game – Is Upping the Difficulty
My initial thought is I should change the controls to be closer to those in Minecraft. It's not Minecraft, though, so it's fine. Destroying things is much more common than interacting with things in Minecraft (or at least it was back when Minecraft's defaults came into being, where "break"...
- Sun Jun 30, 2024 6:34 pm
- Forum: Minor issues
- Topic: [0.17.50] Train colision box
- Replies: 6
- Views: 2118
Re: [0.17.50] Train colision box
Is this fixed with new new rails in 2.0?
- Tue Jun 11, 2024 9:32 pm
- Forum: Pending
- Topic: Spidertron does not want to rotate belts
- Replies: 6
- Views: 637
- Mon Jun 10, 2024 9:28 am
- Forum: Ideas and Suggestions
- Topic: Trains: Chain signals should factor in the length of the train
- Replies: 55
- Views: 12981
Re: Trains: Chain signals should factor in the length of the train
Yes, there can be many different paths through a block, all with different lengths, but the only one that matters is the one the train is actually taking. My point was that even just finding that value is not trivial. Add to the complications now that you could wind up with a train insisting on pat...
- Sun Jun 09, 2024 12:03 am
- Forum: Technical Help
- Topic: Optimal Monitor for Factorio (avoid blur when moving)
- Replies: 16
- Views: 1564
- Sat Jun 08, 2024 11:55 pm
- Forum: Ideas and Suggestions
- Topic: Trains: Chain signals should factor in the length of the train
- Replies: 55
- Views: 12981
Re: Trains: Chain signals should factor in the length of the train
[*]The biggest unanswered question of the proposal is how the chain signal should indicate when it is blocked because of a lack of room on the other side [*]This suggestion isn't about 'eliminating gameplay' or 'enabling bad track design'. It's about taking something tedious and manual - checking e...
- Sun May 05, 2024 10:39 am
- Forum: Ideas and Suggestions
- Topic: Replace One-Time crafts with Abstract Items
- Replies: 3
- Views: 531
Re: Replace One-Time crafts with Abstract Items
The case against this is kind of made by quality and recycling. Heck, even bringing back the pickaxe (but please without durability) could be an option!
I'll concede to you on belt immunity and night vision, though. Other than reduced power draw I don't know what those would get with quality.
I'll concede to you on belt immunity and night vision, though. Other than reduced power draw I don't know what those would get with quality.
- Sun Apr 21, 2024 6:52 pm
- Forum: Off topic
- Topic: Techtonica makes me depressed. Factorio could be real 3D
- Replies: 23
- Views: 6369
Re: Techtonica makes me depressed. Factorio could be real 3D
I got turned off of 3d factory building with Satisfactory, which wasn't. Positioning things was an enormous chore. I'm with Loewchen in that the only thing I'd even want to be 3d'd in Factorio is graphics, but even the 2d graphics have the *significant* advantage of making the modding process easier...
- Sat Apr 13, 2024 12:30 am
- Forum: Ideas and Suggestions
- Topic: Let construction robots place items that were just deconstructed nearby
- Replies: 15
- Views: 1607
Re: Let construction robots place items that were just deconstructed nearby
I use the CUT shortcut as a quick way to get a decon planner onto my cursor, so whatever the solution is shouldn't break under that use (it seems such an obvious shortcut). ...how is ctrl x faster than alt d? 1) I didn't know about ALT+D. 2) ALT requires moving my thumb from the centre of the space...
- Thu Apr 11, 2024 11:45 pm
- Forum: Ideas and Suggestions
- Topic: Let construction robots place items that were just deconstructed nearby
- Replies: 15
- Views: 1607
Re: Let construction robots place items that were just deconstructed nearby
...how is ctrl x faster than alt d?Illiander42 wrote: ↑Thu Apr 11, 2024 9:15 pmI use the CUT shortcut as a quick way to get a decon planner onto my cursor, so whatever the solution is shouldn't break under that use (it seems such an obvious shortcut).
- Tue Apr 09, 2024 9:36 pm
- Forum: Ideas and Suggestions
- Topic: Let construction robots place items that were just deconstructed nearby
- Replies: 15
- Views: 1607
Re: Let construction robots place items that were just deconstructed nearby
It seems like this logic would only have an effect if you did the deconstruction order before the construction order was assigned to a robot, otherwise the items would already be en route. Or did a super force build that issued the orders simultaneously.