Search found 251 matches
- Fri Sep 01, 2023 1:14 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 210
- Views: 54553
Re: Friday Facts #374 - Smarter robots
Oof I imagine it's going to be super annoying to code all the corner cases due research changing the robot parameter.
- Thu Nov 26, 2020 3:29 pm
- Forum: Ideas and Suggestions
- Topic: Hotbar Quickcrafting
- Replies: 42
- Views: 13941
queue crafting from quickbar
TL;DR ctrl+click an element on the quickbar should queue crafting that element What ? ctrl + clicking the toolbar should queue crafting the item; it could respect all the usual crafting modifier (shit for five, right click for all) https://i.imgur.com/cElmwlS.jpg Why ? I see the item that I want th...
- Fri Jan 11, 2019 5:02 pm
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 46816
Re: Friday Facts #277 - GUI progress update
wave defense: you can always make so that random wave defense unlocks after surviving enough time in the static map wave defense, best of both worlds. also, if the script is generic, let user provide maps for wave defense.
- Sun Dec 30, 2018 12:04 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 172234
Re: Friday Facts #275 - 0.17 Science changes
So people will win accidentally if they ignore the existence/recipe for space science?
Doesn't seem a solid choice, at that point better not to have a victory screen at all
We need space research to unlock the component of an escape ship, that's what would close the game properly
Doesn't seem a solid choice, at that point better not to have a victory screen at all
We need space research to unlock the component of an escape ship, that's what would close the game properly
- Mon Aug 06, 2018 9:55 am
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 91173
Re: Friday Facts #254 - No research queue for you
there's one important feature of a research queue: queuing a high tier technology and have the dependency resolved by the program
lacking that having a queue is kinda pointless as you noted, but if you did not implement the automation then of course it looked pointless without it!
lacking that having a queue is kinda pointless as you noted, but if you did not implement the automation then of course it looked pointless without it!
- Thu Dec 28, 2017 10:30 am
- Forum: Ideas and Suggestions
- Topic: train signals priority
- Replies: 1
- Views: 1423
train signals priority
when many trains are waiting on the same segment to start the closest train always win the signal race and occupy the segment this makes far trains on largish station always wait a long time during congestion while train that reached the same segment later but are closest to the exit start first the...
- Wed Dec 27, 2017 10:07 am
- Forum: Ideas and Suggestions
- Topic: wait until fueled
- Replies: 10
- Views: 3830
Re: wait until fueled
and a condition for stops themseles "skip if fuel % above x"
- Wed Dec 27, 2017 10:05 am
- Forum: Implemented Suggestions
- Topic: How about construction robot remove cliff
- Replies: 1
- Views: 1453
Re: How about construction robot remove cliff
yes please. running around with explosives is annoying especially when cliffs are hidden into forests
demolition planner should mark cliffs for removal and blueprint should be able to place on marked for removal cliffs
demolition planner should mark cliffs for removal and blueprint should be able to place on marked for removal cliffs
- Tue Dec 26, 2017 12:57 pm
- Forum: Pending
- Topic: [0.16.6] contruction bot rail issues
- Replies: 2
- Views: 1321
[0.16.6] contruction bot rail issues
construction bot don't connect rail correctly in this setup
rotated versions of the same crossing work fine
rotated versions of the same crossing work fine
- Tue Aug 29, 2017 12:18 pm
- Forum: Mods
- Topic: [MOD 0.12.0] endless resources
- Replies: 85
- Views: 145402
Re: [MOD 0.12.0] endless resources
try thisabomination5 wrote:Is there a version of the mod that works for 0.15? It looks like most of the mods for 0.15 just make ores unlimited without decreasing yield.
- Sun Apr 23, 2017 7:31 pm
- Forum: Mod portal Discussion
- Topic: The mod portal was a nice experiment... end it please?
- Replies: 74
- Views: 37454
Re: The mod portal was a nice experiment... end it please?
exhibit B: there's load of mod spammed on the portal, not even for fake internet points https://mods.factorio.com/?q=endless
now you try and coordinate a multiplayer game, telling people what mods to install. madness.
now you try and coordinate a multiplayer game, telling people what mods to install. madness.
- Fri Feb 03, 2017 8:58 pm
- Forum: Technical Help
- Topic: [0.13.15] My isp provider blocks nat punching
- Replies: 5
- Views: 2997
Re: [0.13.15] My isp provider blocks nat punching
just tried, and, no
oh well.
oh well.
- Fri Feb 03, 2017 8:16 pm
- Forum: Technical Help
- Topic: [0.13.15] My isp provider blocks nat punching
- Replies: 5
- Views: 2997
Re: [0.13.15] My isp provider blocks nat punching
If you remember from the previous FFF, our map downloader was having some extremely rare problems with some mysterious packets that would always get filtered over the Internet. We already had a fix for it, but I was curious what was going on. Thanks to the investigative power of the Factorio commun...
- Fri Nov 11, 2016 2:47 pm
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 117617
Re: Friday Facts #164 - Nuclear power
is that the final look for the reactor?
- Fri Sep 02, 2016 9:13 pm
- Forum: News
- Topic: Friday facts #154 - Challenge us
- Replies: 61
- Views: 32095
Re: Friday facts #154 - Challenge us
if you have a grammar to generate those script, you can quickly find bugs by randomizing the placement (as long as your grammar only produce valid placements), by covering a map of truckload of element in any combination and just panning trough it
- Thu Aug 18, 2016 9:23 pm
- Forum: Technical Help
- Topic: [0.13.15] My isp provider blocks nat punching
- Replies: 5
- Views: 2997
Re: [0.13.15] My isp provider blocks nat punching
no the server is a real server. I'm on a bad isp, which does funny nat. for udp, I think if the source port doesn't match the destination punching won't work
- Tue Aug 09, 2016 8:27 am
- Forum: Mods
- Topic: [MOD 0.12.0] endless resources
- Replies: 85
- Views: 145402
Re: [MOD 0.12.0] endless resources
Olix wrote:
It's a shame that the mod in the mod browser in game is the old form.
eh it's not like I uploaded it there, I don't even know how it ended here or how to update it tbh
- Mon Aug 08, 2016 7:38 pm
- Forum: Technical Help
- Topic: [0.13.15] My isp provider blocks nat punching
- Replies: 5
- Views: 2997
[0.13.15] My isp provider blocks nat punching
just if you are interested in testing the STUN code in 0.13.x, I'm stuck with a provider from hell that seems to apply weird arbitrary rules to nat punching, so that half of the games I play have a hell of trouble working unless under vpn so, if you want to do some testing, I got this server running...
- Fri Jun 10, 2016 9:05 pm
- Forum: News
- Topic: Friday Facts #142 - Playtesting
- Replies: 132
- Views: 66751
Re: Friday Facts #142 - Playtesting
the attention to detail and the amount of love that go in this game is nothing short of amazing!
- Thu Apr 21, 2016 8:18 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 311374
Re: [MOD 0.12.29] Robot Soldiers. 0.1.2 HOTFIX
wonderful! attacking is the last part of the game that needs manual intervention can't wait to put that problem under logistic categoy