Search found 36 matches
- Fri Mar 15, 2024 4:01 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 191
- Views: 19995
Re: Friday Facts #402 - Lightspeed circuits
I'm really happy about all the love shown for circuit networks! Hopefully there will be also a way to place blueprints via the circuit network. I know there are Recursive Blueprints and Recursie Blueprints+ which already do great job and gave us things like Micro Factries or self expanding bases in ...
- Thu Feb 22, 2018 12:32 pm
- Forum: Releases
- Topic: Version 0.16.25
- Replies: 72
- Views: 38169
Re: Version 0.16.25
I'm really sad that compression was introduced again. In my opinion it goes against what Factorio stands for: figuring out best builds on your own. It's not that full compression is actually needed for playing the game or that you can't achieve it with some thought. It isn't even the case that creat...
- Sat Jan 13, 2018 12:24 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 365131
Re: Friday Facts #225 - Bots versus belts (part 2)
Logistic bots already cost more than they add compared to belts. Any further nerf without a cost reduction would further make them cost a ridiculous amount for what they add. You could make 25k blue belts just from the research cost difference alone. Each bot costs 3.4 times as much as each additio...
- Sat Jan 13, 2018 10:36 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 365131
Re: Friday Facts #225 - Bots versus belts (part 2)
That's funny, I might be wrong, but I get the feeling that most people who ask for a bot debuff actually mostly play without them (or with very little of them). So basically, it's a "bots should be nerfed because I don't use them, so it won't change my playstyle, while hindering the pleasure o...
- Fri Jan 12, 2018 8:20 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 365131
Re: Friday Facts #225 - Bots versus belts (part 2)
The splitters are really awesome! Please make the filter changeable via circuit network, and they will solve a lot of problems I had in more complex belt set ups. Concerning the bots after reading the discussion from last week I came to the conclusion that there is a simple yet effective solution : ...
- Sat Jan 06, 2018 8:17 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 338542
Re: Friday Facts #224 - Bots versus belts
add cooldown for grabbing/dropping item (like landing / take off) and allowing only x bots accessing the building (chest) This! If you limit interaction to one bot per second, then bot networks need more space without removing any functionality. Instead of scaling up by creating more bots (which do...
- Fri Jan 05, 2018 8:17 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 338542
Re: Friday Facts #224 - Bots versus belts
Really love that you discuss this! I totally understand why you would want to nerf logistic bots, and I agree that the game is more fun when played with belts instead. I have for some time now thought about this, and maybe some of this might be helpful. First of all, when are logistic bots used (app...
- Wed Aug 02, 2017 10:24 pm
- Forum: Ideas and Requests For Mods
- Topic: Server player cam
- Replies: 1
- Views: 1191
Server player cam
Hi there! I'm looking for a way to automatically follow a different player for a multiplayer server and live streaming. Even better if the cam automagically chooses which player to focus on, but just something where I can click a button and the camera automatically follows a selected player would be...
- Tue Jun 20, 2017 2:18 pm
- Forum: Ideas and Suggestions
- Topic: Blueprints and planning with new inventory GUI
- Replies: 8
- Views: 4086
Re: Blueprints and planning with new inventory GUI
Blueprint Creative Mode actually would work very well with this, I agree
- Thu May 25, 2017 11:54 pm
- Forum: Ideas and Suggestions
- Topic: Blueprints and planning with new inventory GUI
- Replies: 8
- Views: 4086
Re: Blueprints and planning with new inventory GUI
The only thing I am unsure about is, whether there is a need for some way to enable and disable ghosts for construction robots.
- Mon May 22, 2017 3:52 pm
- Forum: Ideas and Suggestions
- Topic: Making early blueprints\ghost place when moving easily
- Replies: 1
- Views: 1131
Re: Making early blueprints\ghost place when moving easily
Here's a more defined design proposal that includes this:
viewtopic.php?f=6&t=48110
viewtopic.php?f=6&t=48110
- Mon May 22, 2017 3:51 pm
- Forum: Ideas and Suggestions
- Topic: Early-game blueprints
- Replies: 6
- Views: 5108
Re: Early-game blueprints
Here's a proposal for what you want, worked out a bit more. Would that fit with what you need?
viewtopic.php?f=6&t=48110
viewtopic.php?f=6&t=48110
- Mon May 22, 2017 3:47 pm
- Forum: Ideas and Suggestions
- Topic: Blueprints and planning with new inventory GUI
- Replies: 8
- Views: 4086
Re: Blueprints and planning with new inventory GUI
Yeah, given that you would have to click each ghost individually and get close to the ghosts, this shouldn't make construction robots irrelevant
- Mon May 22, 2017 3:42 pm
- Forum: Multiplayer
- Topic: German (Deutsch) live on Youtube
- Replies: 0
- Views: 802
German (Deutsch) live on Youtube
(English below) Hallo zusammen! Auf meinem Kanal gibt es regelmäßig Factorio-Runden zum Mitspielen. Wir spielen auf deutsch und verwenden Discord zur Kommunikation. Aktuell spielen wir Vanilla, also ohne Mods. Hier ist der Kanal: https://www.youtube.com/channel/UCfxpRnV4V-XqFUn_lyM2obQ Hi there! We ...
- Sun May 21, 2017 9:49 am
- Forum: Ideas and Suggestions
- Topic: Blueprints and planning with new inventory GUI
- Replies: 8
- Views: 4086
Re: Blueprints and planning with new inventory GUI
Anyone with feedback?
- Sat May 20, 2017 11:36 am
- Forum: Ideas and Suggestions
- Topic: Blueprints and planning with new inventory GUI
- Replies: 8
- Views: 4086
Blueprints and planning with new inventory GUI
Hi there, after yesterdays Friday Facts I looked through the forums for currently discussed ideas on blueprints, ghosts and planning and developed a proposal that creates a coherent usage of blueprints throughout the Factorio game stages. Idea in one sentence: Use blueprints and ghost placements to ...
- Tue Mar 14, 2017 2:47 pm
- Forum: Ideas and Requests For Mods
- Topic: Set recipes for assemblers
- Replies: 2
- Views: 1692
Re: Set recipes for assemblers
Thanks, didn't find that one and will try it!
- Mon Mar 13, 2017 4:07 pm
- Forum: Ideas and Requests For Mods
- Topic: Set recipes for assemblers
- Replies: 2
- Views: 1692
Set recipes for assemblers
Hi there!
Not sure if this exists already, but I only found a broken mod:
It would be great to be ablte to set the recipe of an assembler via circuit network. If multiple signals are received, only the first one is used (similar to stack filter inserters).
Not sure if this exists already, but I only found a broken mod:
It would be great to be ablte to set the recipe of an assembler via circuit network. If multiple signals are received, only the first one is used (similar to stack filter inserters).
- Sun Sep 18, 2016 12:28 pm
- Forum: Ideas and Suggestions
- Topic: Varying recipy components
- Replies: 5
- Views: 1536
Re: Varying recipy components
I guess you can't access any information from the map like item counts when loading the recipes, either? That would be a work around for "saving" the seed :-/ A workaround to test the idea would be to just create multiple mods with different seeds and players could choose which mod to use ...
- Sun Sep 18, 2016 12:17 pm
- Forum: Development Proposals
- Topic: Circuit network features for 0.15
- Replies: 136
- Views: 89549
Re: Circuit network features for 0.15
Easy solution: Limit to 388Bi0nicM4n wrote:I can't fill two filtered slots with 200 repair packs because when there are already 195 repair packs in the wagon and my inserter picks 7, it stops