Search found 1209 matches

by Mooncat
Sun May 25, 2025 4:43 pm
Forum: Ideas and Suggestions
Topic: Make Captive Biter Spawner upgrade automatable again
Replies: 3
Views: 469

Re: Make Captive Biter Spawner upgrade automatable again


but robot can still PLACE bitter spawn no ? and so then you just need to plan a "non legendary" bitter that will produce a "legendary" bitter spawn somewhere else and then delete old one.


THIS!

This is the answer I actually needed. I actually didn't think of placing spawners as ghosts on empty ...
by Mooncat
Sat May 24, 2025 4:10 pm
Forum: Ideas and Suggestions
Topic: Make Captive Biter Spawner upgrade automatable again
Replies: 3
Views: 469

Make Captive Biter Spawner upgrade automatable again

Suggestion

Add (back) the ability to upgrade Captive Biter Spawners with bots.


Backstory

Once upon a time, Captive Biter Spawners were upgradable by bots. We could shift-click them with spawner of higher quality on the cursor to tell the bots to upgrade them. It was very useful if you want ...
by Mooncat
Thu May 08, 2025 4:12 am
Forum: Not a bug
Topic: [2.0.47] Can't upgrade spawners using ghosts
Replies: 5
Views: 417

Re: [2.0.47] Can't upgrade spawners using ghosts

Nooo... Please don't add more manual tasks to this automation game. It was working fine before the update. Now you are telling me I have to make another area for the upgraded spawners because I can't simply deconstruct the existing spawners or I won't have eggs to craft the legendary ones. :(
by Mooncat
Fri Feb 28, 2025 12:47 am
Forum: Ideas and Suggestions
Topic: Plan / Debug mode (similar to Pause)
Replies: 12
Views: 1101

Re: Plan / Debug mode (similar to Pause)


Back on topic: a pause button, stopping the gametime, maybe even "fast forward" would be good. But because you can only build by hand or with bots, you could only place ghosts or edit circuits.


Yes! It would be great if there are other options to control time speed, like x0.5, x1, x2, or an ...
by Mooncat
Wed Feb 26, 2025 9:09 pm
Forum: Ideas and Suggestions
Topic: Cargo bay throughput alternative: cargo hatches
Replies: 6
Views: 838

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 ...
by Mooncat
Wed Feb 26, 2025 8:54 pm
Forum: Ideas and Suggestions
Topic: Platform Electric HUD
Replies: 5
Views: 494

Re: Platform Electric HUD


Space Platforms have the “single electric network per surface” flag set. This means that you can place an (unconnected) power pole anywhere, then click it to get to the Power graph, same as on any other Surface (you don’t need to go through the Platform Hub).


You don't need power pole. There is ...
by Mooncat
Wed Feb 26, 2025 6:31 pm
Forum: Ideas and Suggestions
Topic: Aquilo needs an Ammonia sink/void recycle method.
Replies: 5
Views: 2415

Re: Aquilo needs an Ammonia sink/void recycle method.

While I hope there is a fluid / gas sink in the game, the game actually has secretly provided the sink.


https://streamable.com/ewsuur
Select a recipe that uses the fluid / gas you want to sink.
Use circuit network to constantly change the recipe.
Because fluid / gas cannot be trashed, it just ...
by Mooncat
Wed Feb 26, 2025 6:09 pm
Forum: Ideas and Suggestions
Topic: Plan / Debug mode (similar to Pause)
Replies: 12
Views: 1101

Re: Plan / Debug mode (similar to Pause)


Unless the devs come out and announce that simply slowing down time is considered cheating in Factorio, then it's dumb I'll stop proposing the idea. Otherwise, the proposal is not the same as `/editor`. I am proposing an easily accessible and actually usable pause/resume feature, preferably ...
by Mooncat
Wed Feb 26, 2025 5:42 pm
Forum: Ideas and Suggestions
Topic: Plan / Debug mode (similar to Pause)
Replies: 12
Views: 1101

Re: Plan / Debug mode (similar to Pause)




according to the Rules of the Achievements for a Savegame


Where is it? :?


In the source code for the game, of course. :-) "Achievements Enabled" is a Binary flag that is en/disabled based upon Runtime conditions (such as running a Console /command) - and persisted as a Binary bit in the ...
by Mooncat
Wed Feb 26, 2025 4:51 pm
Forum: Ideas and Suggestions
Topic: Plan / Debug mode (similar to Pause)
Replies: 12
Views: 1101

Re: Plan / Debug mode (similar to Pause)

eugenekay wrote: Wed Feb 26, 2025 4:42 pm according to the Rules of the Achievements for a Savegame
Where is it? :?
by Mooncat
Wed Feb 26, 2025 4:29 pm
Forum: Ideas and Suggestions
Topic: Plan / Debug mode (similar to Pause)
Replies: 12
Views: 1101

Re: Plan / Debug mode (similar to Pause)


Cheating is subjective.
I would say using external blueprints designed by someone else is cheating.
Biters would say using external blueprints designed by you in a previous game is cheating.
What you are proposing is essentially the same. You are trying to design/improve your factory and squeeze ...
by Mooncat
Wed Feb 26, 2025 3:15 pm
Forum: Ideas and Suggestions
Topic: Plan / Debug mode (similar to Pause)
Replies: 12
Views: 1101

Re: Plan / Debug mode (similar to Pause)

eugenekay wrote: Fri Feb 21, 2025 9:59 pm Feature Exists; try the “/editor” command to activate.

Good luck!
No. It is completely different thing. I'm suggesting a feature that is not cheating and does not disable achievement.

`/editor` allows cheating and disables achievements.

The feature does NOT exist.
by Mooncat
Fri Feb 21, 2025 8:54 pm
Forum: Ideas and Suggestions
Topic: Plan / Debug mode (similar to Pause)
Replies: 12
Views: 1101

Plan / Debug mode (similar to Pause)

With more and more factory games come with pause / unpause feature that allows players to plan and debug their builds while items are frozen, I propose Factorio implements one as a QoL update.

The current Escape Menu and the Pause function in keybind is useless for planning and debugging as they ...
by Mooncat
Sat Jan 04, 2025 3:08 am
Forum: Ideas and Suggestions
Topic: Show The Current Recipe of Furance / Recycler
Replies: 0
Views: 212

Show The Current Recipe of Furance / Recycler

Suggestion
Show the current recipe of Furance, Recycler and other entities that automatically change recipes based on input.
If the entity is idle, just leave it empty.
Screenshot 2025-01-04 030005.png


Reasons
- For consistency
- For us to easily check the expected duration and output of the ...
by Mooncat
Fri Jun 14, 2024 12:18 pm
Forum: News
Topic: Friday Facts #415 - Fix, Improve, Optimize
Replies: 91
Views: 27119

Re: Friday Facts #415 - Fix, Improve, Optimize

When I see O(Roboport-Count), I know it is nasty. It's good that you have finally reduced it to O(log N). Kind of reminds me of fff-317.
by Mooncat
Sat Jun 08, 2024 12:59 am
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 397
Views: 104991

Re: Friday Facts #414 - Spoils of Agriculture

Oh no. I can already see a mod that makes everything spoilable.
by Mooncat
Fri May 03, 2024 2:30 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 55971

Re: Friday Facts #409 - Diminishing beacons



For those who missed some words in the FFF and wonder why their implementation doesn't fix the problem of maxing beacons, like me,

In their conclusion,
In 2.0, maximizing beacon count will still generally be a good practice to have things produce quickly and save on computer performance ...
by Mooncat
Fri May 03, 2024 2:20 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 55971

Re: Friday Facts #409 - Diminishing beacons

For those who missed some words in the FFF and wonder why their implementation doesn't fix the problem of maxing beacons, like me,

In their conclusion,
In 2.0, maximizing beacon count will still generally be a good practice to have things produce quickly and save on computer performance. However ...
by Mooncat
Fri May 03, 2024 1:30 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 55971

Re: Friday Facts #409 - Diminishing beacons


1 beacon = 100% effect
2 beacons = 50% effect from each beacon, i.e. the same as placing 1 beacon
3 beacons = 33.333% effect from each beacon, i.e. still the same as placing 1 beacon
Beacon Overload, but without the problem of making the machines completely inactive.

This does not make sense ...
by Mooncat
Fri May 03, 2024 1:01 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 55971

Re: Friday Facts #409 - Diminishing beacons


I'm not an expert on calculations and probably I didn't understand the post or didn't get the point but this change basically changes nothing.

What do I mean?
I mean that even if getting less/more beacons affecting a machine is more/less effective than vanilla, in the end I'll always want a 12/8 ...

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