Search found 21 matches

by erronius
Mon Nov 11, 2024 7:06 pm
Forum: Ideas and Suggestions
Topic: Simple Ship Drive
Replies: 15
Views: 470

Re: Simple Ship Drive

It actually works (as far as I can tell) the exact same way as trains, which is great in some ways. The new train logic is powerful and offers a lot of flexibility. However, there is no simple way to tell a train to just go to a particular station, short of doing things described here. Here's why I ...
by erronius
Sat Nov 09, 2024 8:13 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 105
Views: 6707

Re: Ability to craft lower quality with higher quality

I'm sure others have said something similar but the only change I would personally be in favor of here is allowing something like a hand insert override. There have been some times where for example I was trying to craft with rare ingredients, didn't have any available, and would have been fine usin...
by erronius
Sat Nov 09, 2024 8:09 pm
Forum: Ideas and Suggestions
Topic: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
Replies: 57
Views: 3131

Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements

Have to disagree with this, I think it's perfect as is. I agree that part of the challenge of fulgora is you can't connect islands initially. That's the way it's supposed to be. I'm currently getting ready to bring foundation for the first time and excited to be able to connect islands and have one ...
by erronius
Sat Nov 09, 2024 8:03 pm
Forum: Ideas and Suggestions
Topic: Allow logistics transfers between space platforms
Replies: 31
Views: 4661

Re: Allow logistics transfers between space platforms

Another +1 on this, I was about to make this as a suggestion myself. I think it would be reasonable for there to be some kind of cost associated with this. Maybe it requires one solid rocket fuel per stack you're sending over, or has a power draw or something. But this would open up so many great op...
by erronius
Sat Nov 09, 2024 6:51 pm
Forum: Ideas and Suggestions
Topic: Show Orbital Drop Cooldown
Replies: 1
Views: 277

Show Orbital Drop Cooldown

I've had drastically different experiences with the Orbital drop slots in terms of timing, to the point where it seems like a bug. Sometimes it will take as much as a few minutes for stuff in an orbital drop slot to be sent down. Sometimes it seems like it's able to drop dozens of items super quickl...
by erronius
Sat Nov 09, 2024 6:31 pm
Forum: Ideas and Suggestions
Topic: Simple Ship Drive
Replies: 15
Views: 470

Re: Simple Ship Drive

To be honest I don't like anything to do with "interrupts". This is more of an advanced programming concept. I get that a lot of Factorio players are engineers/software devs (me included) but that's not everyone. Edit: I don't like anything to do with interrupts *as a solution to this issu...
by erronius
Sat Nov 09, 2024 6:29 pm
Forum: Ideas and Suggestions
Topic: Agriculture Tower Options/Transparency
Replies: 1
Views: 267

Agriculture Tower Options/Transparency

I love that in 2.0 a lot more things are controllable with the circuit network. It's so cool that I can directly connect circuits to an assembler to enable/disable it or even set the recipe/do other things. So I was a bit disappointed that there seem to be very limited options for controlling the ag...
by erronius
Sat Nov 09, 2024 6:16 pm
Forum: Ideas and Suggestions
Topic: Simple Ship Drive
Replies: 15
Views: 470

Re: Simple Ship Drive

I'm really not looking for further workarounds. This thread is to suggest the idea that there should be a VERY SIMPLE manual ship drive mode. If you don't agree, that's fine, feel free to post why this isn't a good feature to add to the game.
by erronius
Sat Nov 09, 2024 6:08 pm
Forum: Ideas and Suggestions
Topic: Disallow Placement of Quality Tiles
Replies: 0
Views: 80

Disallow Placement of Quality Tiles

When you place down quality tiles such as concrete, if you mine/pick them back up they revert to normal. I originally thought this was a bug: https://forums.factorio.com/viewtopic.php?f=23&t=120477 but apparently this is working as intended. This is a really bad experience for the user. If I'm m...
by erronius
Sat Nov 09, 2024 5:57 pm
Forum: Ideas and Suggestions
Topic: Simple Ship Drive
Replies: 15
Views: 470

Re: Simple Ship Drive

Thanks, I'll try out interrupts. However, my point very much remains. Keep in mind there's a substantial number of players who have come back to the game recently who haven't even finished the base game of "launch a rocket". Those players (and even a lot of people with more experience) do ...
by erronius
Sat Nov 09, 2024 5:36 am
Forum: Ideas and Suggestions
Topic: Rocket silo logistic is just broken
Replies: 64
Views: 3878

Re: Rocket silo logistic is just broken

I mostly agree, the usability of the silo is not great. One thing I will acknowledge is that it does certain very limited things well. It's really good at automating delivery of available materials that can easily fill a launch. However, a lot of things are painful and seem to either require wasting...
by erronius
Sat Nov 09, 2024 1:00 am
Forum: Ideas and Suggestions
Topic: Simple Ship Drive
Replies: 15
Views: 470

Re: Simple Ship Drive

I'm not saying there aren't ways of doing this, of course. It just seems like it shouldn't involve weird circuit work to say "ship, go to Fulgora and stay"
by erronius
Fri Nov 08, 2024 11:21 pm
Forum: Ideas and Suggestions
Topic: Simple Ship Drive
Replies: 15
Views: 470

Simple Ship Drive

I would really like to have a "manual" ship drive mode, i.e. something like a dropdown menu where I can just select a destination and the ship/platform will go there and stay there. I know that it's possible to do this in the current UI, but I find myself sometimes forgetting to cancel the...
by erronius
Fri Nov 08, 2024 11:16 pm
Forum: Not a bug
Topic: [2.0.15] Mining quality tiles
Replies: 1
Views: 178

[2.0.15] Mining quality tiles

If you place quality concrete or refined concrete (and I assume similar with stone bricks) and then pick them up again (mining) they come back as normal quality. This doesn't seem like it should be the intended behavior though I can understand that from the perspective of the game once it's laid dow...
by erronius
Sat Nov 02, 2024 2:14 am
Forum: Duplicates
Topic: [2.0.10] Hand-placing UG belts over blueprinted UGs replaces both ends, unless same tier as BP
Replies: 2
Views: 197

Re: [2.0.10] Hand-placing UG belts over blueprinted UGs replaces both ends, unless same tier as BP

Wow, amazing reproduction. I've also found this behavior strange. I just want to add as a note that this was case pre-2.0/Space Age.
by erronius
Fri Nov 01, 2024 8:58 pm
Forum: Not a bug
Topic: [2.0.14] Bug with Ag Tower + Circuit network
Replies: 6
Views: 313

Re: [2.0.14] Bug with Ag Tower + Circuit network

OK, that's a really big gotcha that would seem buggish to me. Thanks for letting me know so at least I can work around it.
by erronius
Fri Nov 01, 2024 8:11 pm
Forum: Not a bug
Topic: [2.0.14] Bug with Ag Tower + Circuit network
Replies: 6
Views: 313

Re: [2.0.14] Bug with Ag Tower + Circuit network

One more theory - is it possible this has something to do with having pollution turned off?
by erronius
Fri Nov 01, 2024 7:55 pm
Forum: Not a bug
Topic: [2.0.14] Bug with Ag Tower + Circuit network
Replies: 6
Views: 313

Re: [2.0.14] Bug with Ag Tower + Circuit network

I've tried giving my "harvesting tower" seeds. It planted trees just fine but then sits there refusing to harvest others that are available.
by erronius
Fri Nov 01, 2024 7:49 pm
Forum: Not a bug
Topic: [2.0.14] Bug with Ag Tower + Circuit network
Replies: 6
Views: 313

Re: [2.0.14] Bug with Ag Tower + Circuit network

Not sure this has anything to do with circuits actually. I have placed a fresh tower that I believe is never connected to the network. I had the brief thought that I was mistaken and just didn't recognize none of the trees were 100% ready but that's not the case. I'm looking at an ag tower refusing ...
by erronius
Fri Nov 01, 2024 6:40 pm
Forum: Not a bug
Topic: [2.0.14] Bug with Ag Tower + Circuit network
Replies: 6
Views: 313

[2.0.14] Bug with Ag Tower + Circuit network

When connecting an Agricultural Tower to the circuit network, this seems to cause an issue where the tower will stop working with an "item ingredient shortage" message. There are trees for it to harvest and room in its output space but it won't move, even when the circuit condition tells i...

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