I would welcome seeing this added;
In the meantime, it is possible for you to add a "dummy" signal in some constant combinator somewhere, for example "circle" with the value 123, which will then show up in the parameters for you to use however you please, including usage in formulas.
It also doesn ...
Search found 49 matches
- Sun Mar 16, 2025 11:31 pm
- Forum: Ideas and Suggestions
- Topic: Ability to add your own variables to the blueprint parameterization
- Replies: 2
- Views: 256
- Fri Feb 28, 2025 8:50 pm
- Forum: Ideas and Suggestions
- Topic: Easier / more options for train stops for quality or mixed chests
- Replies: 2
- Views: 288
Re: Easier / more options for train stops for quality or mixed chests
Also see Dynamically change trainstop names richtext icons with circuit signals , Train Station should be allowed to change name by circuit , Set station name on circuit condition .
Sure, but just to clarify though, that is only a tiny part of my suggestion which I mentioned I don't really care ...
- Fri Feb 28, 2025 7:23 pm
- Forum: Ideas and Suggestions
- Topic: Easier / more options for train stops for quality or mixed chests
- Replies: 2
- Views: 288
Easier / more options for train stops for quality or mixed chests
Tl;dr
The simplest solution I can think of is to make train stops be able to have multiple names.
Additionally, allow signals to control enabling/disabling names on each stop.
factorio_4AuT3OHYbV.png
Why?
Because train stops heavily discourage doing anything other than "1 stop = 1 item", as ...
The simplest solution I can think of is to make train stops be able to have multiple names.
Additionally, allow signals to control enabling/disabling names on each stop.
factorio_4AuT3OHYbV.png
Why?
Because train stops heavily discourage doing anything other than "1 stop = 1 item", as ...
- Thu Feb 27, 2025 11:21 pm
- Forum: Ideas and Suggestions
- Topic: Assembler "read bonus production" circuit option
- Replies: 0
- Views: 135
Assembler "read bonus production" circuit option
Tl;dr
factorio_sGdzIJAQkj.png
What
Add a new circuit option to assemblers (and all other machines with the same archetype) allowing to read the current production bonus.
Alternatively (or additionally), reading the productivity of the machine, rather than the current bonus.
Why
When making ...
factorio_sGdzIJAQkj.png
What
Add a new circuit option to assemblers (and all other machines with the same archetype) allowing to read the current production bonus.
Alternatively (or additionally), reading the productivity of the machine, rather than the current bonus.
Why
When making ...
- Thu Feb 27, 2025 4:36 pm
- Forum: Outdated/Not implemented
- Topic: Constant selection for decider combinator GUI tweak (2.0.37)
- Replies: 2
- Views: 331
Re: Constant selection for decider combinator GUI tweak (2.0.37)
This already exists, though in fairness it was released just yesterday ^^
Oh, you just want to select the signal at the same time as the constant, I completely misunderstood, my bad.
I think it's better to keep it like it is currently though, since you don't select a constant when it is based on ...
Oh, you just want to select the signal at the same time as the constant, I completely misunderstood, my bad.
I think it's better to keep it like it is currently though, since you don't select a constant when it is based on ...
- Wed Feb 26, 2025 1:40 pm
- Forum: Ideas and Suggestions
- Topic: Cargo bay throughput alternative: cargo hatches
- Replies: 6
- Views: 660
Re: Cargo bay throughput alternative: cargo hatches
train-chests example: https://youtu.be/SWa6hAqsh_Y?si=V-hTuOQzHiXFQhAo
Thanks for showing this, however-
I fail to see how that relates to my proposal in any way: the cargo hatch would have a "progress bar" during which it is pulling the item from the main landing pad, and in that time you ...
- Tue Feb 25, 2025 4:53 pm
- Forum: Ideas and Suggestions
- Topic: Cargo bay throughput alternative: cargo hatches
- Replies: 6
- Views: 660
Re: Cargo bay throughput alternative: cargo hatches
This is just a replacement for a train-chests, and it will be "abused" is the same way.
If you mean cargo wagons, I specifically mentioned that you can't insert into a hatch, only pull from, so I fail to see how it could be abused.
I also believe you can't insert into the cargo landing bay, but ...
- Mon Feb 24, 2025 6:52 pm
- Forum: Ideas and Suggestions
- Topic: please put advanced asteroid processing instead of reprocessing to vulcanus
- Replies: 5
- Views: 477
Re: please put advanced asteroid processing instead of reprocessing to vulcanus
Alternatively, you could split advanced asteroid processing into 2 technologies, one for the copper unlocked on vulcanus, and the other 2 (calcite and sulfur) staying on gleba.
I think that would be more fitting, and it's not like copper is needed for the advanced fuel recipes.
And sulfur/calcite is ...
I think that would be more fitting, and it's not like copper is needed for the advanced fuel recipes.
And sulfur/calcite is ...
- Mon Feb 24, 2025 5:03 pm
- Forum: Ideas and Suggestions
- Topic: Cargo bay throughput alternative: cargo hatches
- Replies: 6
- Views: 660
Cargo bay throughput alternative: cargo hatches
Tl;dr
Add a new item that connects to cargo bays, cargo landing pads and platform hubs, called "Cargo hatch".
Cargo hatches can have item filters set, extremely similar to a requester chest making the hatch work to "pull" items to itself after a progress bar is filled, one stack at a time ...
Add a new item that connects to cargo bays, cargo landing pads and platform hubs, called "Cargo hatch".
Cargo hatches can have item filters set, extremely similar to a requester chest making the hatch work to "pull" items to itself after a progress bar is filled, one stack at a time ...
- Mon Feb 24, 2025 4:19 pm
- Forum: Ideas and Suggestions
- Topic: Add Gleba "player buffs" non-spoilable items for combat and construction
- Replies: 0
- Views: 198
Add Gleba "player buffs" non-spoilable items for combat and construction
Tl;dr
Add new consumable non-spoilable items to unlock with Gleba agri research packs, and to be produced on Gleba:
- A movement speed and HP regen buff canister consumable
- A crafting speed and attack speed buff canister consumable
- etc (see below)
If you wish to push the idea further, also ...
Add new consumable non-spoilable items to unlock with Gleba agri research packs, and to be produced on Gleba:
- A movement speed and HP regen buff canister consumable
- A crafting speed and attack speed buff canister consumable
- etc (see below)
If you wish to push the idea further, also ...
- Sun Feb 23, 2025 11:15 pm
- Forum: Ideas and Suggestions
- Topic: More keybinds to control how many items are picked up
- Replies: 2
- Views: 219
Re: More keybinds to control how many items are picked up
Shift+Left click picks up stack from that slot into the cursor if it's compatible with held stack.
Similarly, Shift+Right click picks half of the slot's stack if it's compatible.
Also, when the inventory supports filtering, Shift+Right click and Shift+Left click are used for copy & pasting that ...
- Sun Feb 23, 2025 8:51 pm
- Forum: Ideas and Suggestions
- Topic: More keybinds to control how many items are picked up
- Replies: 2
- Views: 219
More keybinds to control how many items are picked up
Tl;dr
Add the following inventory controls (should not conflict with ghost placement or zoom):
- (when items held in cursor) Shift + left click: Drop 5
- (when items held in cursor) Shift + right click: Drop 20
- (when items held in cursor) Shift + mouse wheel up/down: Drop/take one item per mouse ...
Add the following inventory controls (should not conflict with ghost placement or zoom):
- (when items held in cursor) Shift + left click: Drop 5
- (when items held in cursor) Shift + right click: Drop 20
- (when items held in cursor) Shift + mouse wheel up/down: Drop/take one item per mouse ...
- Fri Feb 21, 2025 12:03 pm
- Forum: Ideas and Suggestions
- Topic: Balance/suggestion on Nauvis enemies
- Replies: 4
- Views: 482
Re: Balance/suggestion on Nauvis enemies
Yeah for vanilla turrets, wube had a decade to balance them, if they didn't then they won't now. All I can say is someone on the team is obviously a pyro. For enemies, I think they're fine, but still: biters have been here a decade.
If you're interested in some advanced biter AI, I believe ...
- Fri Feb 21, 2025 4:26 am
- Forum: Ideas and Suggestions
- Topic: Balance/suggestion on Nauvis enemies
- Replies: 4
- Views: 482
Balance/suggestion on Nauvis enemies
TL;DR
Change pollution behavior completely by adding passive scouting parties that try to find the center of your pollution cloud if it's severe enough, and leave behind a trail to warn you that an attack is coming and from which direction.
Change evolution scaling such that earlier on (small ...
Change pollution behavior completely by adding passive scouting parties that try to find the center of your pollution cloud if it's severe enough, and leave behind a trail to warn you that an attack is coming and from which direction.
Change evolution scaling such that earlier on (small ...
- Thu Feb 20, 2025 2:12 am
- Forum: Ideas and Suggestions
- Topic: Replace simple width-based drag by asteroid chunk collision drag
- Replies: 2
- Views: 333
Re: Replace simple width-based drag by asteroid chunk collision drag
I like the overall idea too, though I would have to see what the implementation details are like to fully endorse it.
Another cool piggyback idea off this tho: shooting bullets/rockets/etc (but not lasers) slows down the ship on top of the collisions - a ship twice as big would shoot twice as much ...
Another cool piggyback idea off this tho: shooting bullets/rockets/etc (but not lasers) slows down the ship on top of the collisions - a ship twice as big would shoot twice as much ...
- Wed Feb 19, 2025 10:23 pm
- Forum: Ideas and Suggestions
- Topic: Add medium power poles as research needed for going to Vulcanus
- Replies: 1
- Views: 202
Add medium power poles as research needed for going to Vulcanus
TL;DR
Add "electric energy distribution" as a requirement for "Planet discovery Vulcanus".
What?
That.
Why?
You can drop on Vulcanus without being able to obtain wood, therefore unable to craft power poles.
Fulgora has the requirement, yet Vulcanus does not.
Add "electric energy distribution" as a requirement for "Planet discovery Vulcanus".
What?
That.
Why?
You can drop on Vulcanus without being able to obtain wood, therefore unable to craft power poles.
Fulgora has the requirement, yet Vulcanus does not.
- Tue Feb 18, 2025 5:47 pm
- Forum: Ideas and Suggestions
- Topic: Cliff explosives alternative around blue science
- Replies: 19
- Views: 1193
Re: Cliff explosives alternative around blue science
There is no lesser version of the jetpack, and no lesser version of auto-walking. These are the parts that matter.
And again, not everyone is this unwilling to simply build around cliffs. They really don’t get in the way that much, especially after you get elevated rails. I still believe calling ...
- Tue Feb 18, 2025 5:38 pm
- Forum: Ideas and Suggestions
- Topic: Assembler "read amount per craft" circuit network option
- Replies: 5
- Views: 380
Re: Assembler "read amount per craft" circuit network option
This is currently vague as well.
It seems you mean the actual crafting time (so for a fully beaconed SA-legendary foundry crafting belts it would be 2.75 ms or 0.148 ticks). For a modded-quality one even milliseconds unit is too large.
It could also mean the base crafting time (30 ticks).
Note ...
- Tue Feb 18, 2025 5:24 pm
- Forum: Ideas and Suggestions
- Topic: Cliff explosives alternative around blue science
- Replies: 19
- Views: 1193
Re: Cliff explosives alternative around blue science
Ah, I understand what you meant now.
Anyway, you see, the various technologies were distributed across planets so that players who value different things will have different preferences for visiting the planets. Some players really dislike cliffs, so they are more drawn to Vulcanus. Others don’t ...
- Tue Feb 18, 2025 5:00 pm
- Forum: Ideas and Suggestions
- Topic: Cliff explosives alternative around blue science
- Replies: 19
- Views: 1193
Re: Cliff explosives alternative around blue science
Well like I said, the option is there, even if you’re at the bare minimum of blue science. Just one nuclear reactor per cliff.
But, you seem to be contradicting yourself. You say you want to stay on Nauvis for a while and build up a base, but you also say you won’t have access to nuclear bombs ...