Search found 24 matches
- Thu Nov 21, 2024 2:07 am
- Forum: Ideas and Suggestions
- Topic: Personal Robot Slots
- Replies: 1
- Views: 63
Personal Robot Slots
I recognize it's not needed for gameplay but I like the idea of upgrading my personal construction robots. Unfortunately because you can't travel with them between planets this involves duplication of effort making it less appealing. (Same as how it would be a pain to have to make a power/mech suit ...
- Wed Nov 20, 2024 2:40 pm
- Forum: Ideas and Suggestions
- Topic: Technology request: Conservation
- Replies: 9
- Views: 446
Re: Technology request: Conservation
I agree with the overall idea of refrigeration being a missing concept from the game. I think the idea of "freezing" science packs so that they don't spoil at all is interesting, though if this were possible it should only be possible for science packs AND it should definitely require some...
- Tue Nov 19, 2024 7:45 pm
- Forum: Ideas and Suggestions
- Topic: Quality Biter Eggs
- Replies: 0
- Views: 133
Quality Biter Eggs
I suggest adding a direct method of producing quality biter eggs. Currently the only way to do this is by recycling normal eggs using quality modules. Quality biter eggs are an important item for crafting quality Biolabs and Prod Module 3s. For most items that you want quality on there are multiple ...
- Mon Nov 11, 2024 7:06 pm
- Forum: Ideas and Suggestions
- Topic: Simple Ship Drive
- Replies: 15
- Views: 598
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 ...
- Sat Nov 09, 2024 8:13 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 142
- Views: 9515
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...
- 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: 67
- Views: 4962
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 ...
- Sat Nov 09, 2024 8:03 pm
- Forum: Ideas and Suggestions
- Topic: Allow logistics transfers between space platforms
- Replies: 34
- Views: 6579
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...
- Sat Nov 09, 2024 6:51 pm
- Forum: Ideas and Suggestions
- Topic: Show Orbital Drop Cooldown
- Replies: 1
- Views: 489
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...
- Sat Nov 09, 2024 6:31 pm
- Forum: Ideas and Suggestions
- Topic: Simple Ship Drive
- Replies: 15
- Views: 598
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...
- Sat Nov 09, 2024 6:29 pm
- Forum: Ideas and Suggestions
- Topic: Agriculture Tower Options/Transparency
- Replies: 2
- Views: 428
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...
- Sat Nov 09, 2024 6:16 pm
- Forum: Ideas and Suggestions
- Topic: Simple Ship Drive
- Replies: 15
- Views: 598
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.
- Sat Nov 09, 2024 6:08 pm
- Forum: Ideas and Suggestions
- Topic: Disallow Placement of Quality Tiles
- Replies: 0
- Views: 102
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...
- Sat Nov 09, 2024 5:57 pm
- Forum: Ideas and Suggestions
- Topic: Simple Ship Drive
- Replies: 15
- Views: 598
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 ...
- Sat Nov 09, 2024 5:36 am
- Forum: Ideas and Suggestions
- Topic: Rocket silo logistic is just broken
- Replies: 107
- Views: 6202
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...
- Sat Nov 09, 2024 1:00 am
- Forum: Ideas and Suggestions
- Topic: Simple Ship Drive
- Replies: 15
- Views: 598
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"
- Fri Nov 08, 2024 11:21 pm
- Forum: Ideas and Suggestions
- Topic: Simple Ship Drive
- Replies: 15
- Views: 598
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...
- Fri Nov 08, 2024 11:16 pm
- Forum: Not a bug
- Topic: [2.0.15] Mining quality tiles
- Replies: 1
- Views: 217
[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...
- 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: 217
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.
- Fri Nov 01, 2024 8:58 pm
- Forum: Not a bug
- Topic: [2.0.14] Bug with Ag Tower + Circuit network
- Replies: 6
- Views: 386
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.
- Fri Nov 01, 2024 8:11 pm
- Forum: Not a bug
- Topic: [2.0.14] Bug with Ag Tower + Circuit network
- Replies: 6
- Views: 386
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?