Search found 118 matches
- Wed Jun 13, 2018 12:55 pm
- Forum: Ideas and Suggestions
- Topic: Convert player, to roboport! ;)
- Replies: 1
- Views: 1265
- Wed Jun 13, 2018 12:05 pm
- Forum: Ideas and Suggestions
- Topic: Inventory Sort (sidetracked by even splitting of items)
- Replies: 12
- Views: 7094
Re: Inventory Sort
Just split it in the chest.
How would that solve anything?
I mean, say you have 8 furnaces to fill. You split a stack of iron ore in half. Each half again. And again.
And then you can simply Ctrl-Click through each furnace and be done with it.
You cannot do this with autosort turned on because ...
How would that solve anything?
I mean, say you have 8 furnaces to fill. You split a stack of iron ore in half. Each half again. And again.
And then you can simply Ctrl-Click through each furnace and be done with it.
You cannot do this with autosort turned on because ...
- Wed Jun 13, 2018 11:40 am
- Forum: Ideas and Suggestions
- Topic: Inventory Sort (sidetracked by even splitting of items)
- Replies: 12
- Views: 7094
Re: Inventory Sort
There is a terrific mod for this already.
Manual Inventory Sort
I do agree this should be a part of vanilla game.
There is an inventory auto-sort that you can turn on in the options somewhere.
Autosorting is terrible when you want to manually distribute things between chests and such. There is ...
Manual Inventory Sort
I do agree this should be a part of vanilla game.
There is an inventory auto-sort that you can turn on in the options somewhere.
Autosorting is terrible when you want to manually distribute things between chests and such. There is ...
- Tue Jun 12, 2018 5:51 pm
- Forum: Ideas and Suggestions
- Topic: Picking up chests after they're placed!
- Replies: 5
- Views: 2415
Re: Picking up chests after they're placed!
Genius. Sokobantorio is the way to go.eradicator wrote:The only way to move a chest should be pushing it.
- Tue Jun 12, 2018 5:42 pm
- Forum: Ideas and Suggestions
- Topic: Matter and energy cannot be destroyed / Destroyed structures drop contents on the ground
- Replies: 6
- Views: 2987
Re: Matter and energy cannot be destroyed / Destroyed structures drop contents on the ground
The spill back then was an undesired effect when you tried to mine a chest without accounting for the contents.
This is bad.
This idea suggests returning this, uh, feature as an additional and highly undesired effect of destroying a container. Mining is always done by a player and should have no ...
This is bad.
This idea suggests returning this, uh, feature as an additional and highly undesired effect of destroying a container. Mining is always done by a player and should have no ...
- Tue Jun 12, 2018 2:17 pm
- Forum: Ideas and Suggestions
- Topic: Matter and energy cannot be destroyed / Destroyed structures drop contents on the ground
- Replies: 6
- Views: 2987
Matter and energy cannot be destroyed / Destroyed structures drop contents on the ground
TL;DR
When a storage-like structure (chests, furnaces, turrets) is destroyed, the contents should be spilled on the ground rather than get miraculously destroyed without any consequences.
What and why?
This adds a hilariously annoying mechanic into the game that ensures that the player must be ...
When a storage-like structure (chests, furnaces, turrets) is destroyed, the contents should be spilled on the ground rather than get miraculously destroyed without any consequences.
What and why?
This adds a hilariously annoying mechanic into the game that ensures that the player must be ...
- Thu Jun 07, 2018 5:00 am
- Forum: Ideas and Suggestions
- Topic: Circuit Network Information 2.0 - Open Your World
- Replies: 8
- Views: 7527
Re: Circuit Network Information 2.0 - Open Your World
It appears to me that the Devs want to make the game as minimalistic as possible.
They will only implement an idea IF:
1. It cannot be reproduced using already existing features
2. It's a QoL improvement that cannot be implemented with mods.
Most of those things you mentioned CAN be created ...
They will only implement an idea IF:
1. It cannot be reproduced using already existing features
2. It's a QoL improvement that cannot be implemented with mods.
Most of those things you mentioned CAN be created ...
- Mon Oct 30, 2017 9:25 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Cable Resistance / Non-lossless Power Transmission
- Replies: 16
- Views: 22533
Re: Cable Resistance / Non-looseless Power Transmission
Minecraft's Industrial Craft implements this in a robust fashion: by sending "packets" of energy through wires. This could be used to implement this system, but it would suffer from the fact that unlike IC, there are many more active energy generators in Factorio per tick and the way they work is ...
- Fri Oct 13, 2017 1:18 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Structures
- Replies: 99
- Views: 119583
Re: [MOD 0.14] AAI Programmable Structures
If you open the GUI of a Vehicle Deployer and limit the cells available to none and attempt to put a vehicle into the locked cell, it will crash with an obvious exception as you are trying to access non-existent entity.
- Sat Jul 01, 2017 6:06 pm
- Forum: General discussion
- Topic: Five Ultimate Challenges, Kids
- Replies: 9
- Views: 11823
Re: Five Ultimate Challenges, Kids
(that's half the fun of a constricted base, to work out how to place things and work around obstacles)
So you have never misplaced an inserter or a belt then? Because this challenge prohibits any kind of deconstruction. There is a reason why it is an "exercise in frustration". This also makes ...
So you have never misplaced an inserter or a belt then? Because this challenge prohibits any kind of deconstruction. There is a reason why it is an "exercise in frustration". This also makes ...
- Sat Jul 01, 2017 1:11 pm
- Forum: General discussion
- Topic: Is there a way to stop trees from removing polution
- Replies: 10
- Views: 6391
Re: Is there a way to stop trees from removing polution
Besides trees tiles also absorb pollution.
https://wiki.factorio.com/Pollution
https://wiki.factorio.com/Pollution
So you need to also modify all tiles in the world.Every chunk has a natural absorption rate per tick which is determined by the weighted average of its floor tiles.
- Sat Jul 01, 2017 12:38 pm
- Forum: General discussion
- Topic: Smelters/Plastic need for full belt of blue circuits?
- Replies: 9
- Views: 7681
Re: Smelters/Plastic need for full belt of blue circuits?
I highly recommend using Helmod for calculations like that.
Here you go
https://vgy.me/bCho8S.png
4 lines of plastic, 24 lines of iron, 40 lines of copper.
And a truly horrible amount of assemblers.
As of electric furnaces, it depends on the layout.
Unmodified furnaces:
https://vgy.me/pzstdQ ...
Here you go
https://vgy.me/bCho8S.png
4 lines of plastic, 24 lines of iron, 40 lines of copper.
And a truly horrible amount of assemblers.
As of electric furnaces, it depends on the layout.
Unmodified furnaces:
https://vgy.me/pzstdQ ...
- Sat Jul 01, 2017 10:44 am
- Forum: General discussion
- Topic: Five Ultimate Challenges, Kids
- Replies: 9
- Views: 11823
Five Ultimate Challenges, Kids
Pacifism
Difficulty: HARD
Prerequisites: No peaceful mode, Starting Area must be medium or less.
Bans:
1. You may not destroy enemy spawners. To enforce this ban increase enemy spawner destruction evolution increase factor to a really high value so one destroyed spawner sets the evolution ...
Difficulty: HARD
Prerequisites: No peaceful mode, Starting Area must be medium or less.
Bans:
1. You may not destroy enemy spawners. To enforce this ban increase enemy spawner destruction evolution increase factor to a really high value so one destroyed spawner sets the evolution ...
- Thu Jun 22, 2017 12:52 am
- Forum: Ideas and Suggestions
- Topic: Symbolic View of Circuit Network
- Replies: 2
- Views: 1917
Symbolic View of Circuit Network
TL;DR
Add a less-beautiful-but-more-plain view for circuit networks.
What ?
Not only is working with circuit networks painful for your fingers now, fiddling with wires, but also pretty darn straining for your eyes as well.
Red and green wires blend together, you can't see where anything goes ...
Add a less-beautiful-but-more-plain view for circuit networks.
What ?
Not only is working with circuit networks painful for your fingers now, fiddling with wires, but also pretty darn straining for your eyes as well.
Red and green wires blend together, you can't see where anything goes ...
- Wed Jun 14, 2017 1:42 am
- Forum: Combinator Creations
- Topic: Simple[st] enrichment control system
- Replies: 5
- Views: 3809
Simple[st] enrichment control system
Multiplayer. 70 hours in, we've only discovered Kovarex enrichment process now.
And we challenged each other to come up with a control system that uses the least amount of components.
And I (sort of) won with this.
https://vgy.me/kDcje8.png
Left chest - input. Insert U-238 here. At least one ...
And we challenged each other to come up with a control system that uses the least amount of components.
And I (sort of) won with this.
https://vgy.me/kDcje8.png
Left chest - input. Insert U-238 here. At least one ...
- Mon Jun 12, 2017 7:00 pm
- Forum: This Forum
- Topic: [mp4] and [webm] shouldn't just play the file
- Replies: 6
- Views: 3823
[mp4] and [webm] shouldn't just play the file
Please, add a play button or something.
- Mon Jun 12, 2017 12:28 pm
- Forum: Ideas and Suggestions
- Topic: Don't stop music when on pause
- Replies: 5
- Views: 2724
Re: Don't stop music when on pause
That reminds me of this video
Sorry for responding with a video, but it really fits this thread
You should clearly understand now why this is a bad idea.- Mon Jun 12, 2017 12:22 pm
- Forum: Ideas and Suggestions
- Topic: [Long-term suggestion] Client-side mods
- Replies: 4
- Views: 3581
[Long-term suggestion] Client-side mods
Currently, as it stands, each player must download and activate all of the mods used by the host in multiplayer. However there are some mods that are non-game changing or only do things that can be replicated without this mod by players. Those mods are, in a sense, "client-side", that is, they only ...
- Sun May 07, 2017 12:51 am
- Forum: Not a bug
- Topic: [0.15.?]: Steam Betas -- 0.15.*: Factorio experimental 0.15.9
- Replies: 1
- Views: 1315
[0.15.?]: Steam Betas -- 0.15.*: Factorio experimental 0.15.9

Guys, I think there is something wrong in this picture, but I can't quite say what.
- Tue Feb 07, 2017 3:59 am
- Forum: Balancing
- Topic: Balancing of Capacities of Containers
- Replies: 67
- Views: 42852
Re: Storage Capacity Imbalance
Firstly, this topic belongs to Balancing .
Now, about the issue. You are right, this doesn't make much sense for train wagons to have lesser capacity than chests. Not only do they have less capacity somehow, but they also take up much more space.
But I am willing to make a point here: train wagons ...
Now, about the issue. You are right, this doesn't make much sense for train wagons to have lesser capacity than chests. Not only do they have less capacity somehow, but they also take up much more space.
But I am willing to make a point here: train wagons ...