Search found 2766 matches
- Fri Mar 05, 2021 7:16 pm
- Forum: Modding help
- Topic: electric/powered void chest
- Replies: 1
- Views: 21
- Fri Mar 05, 2021 8:44 am
- Forum: Ideas and Suggestions
- Topic: Filtered Chests Like Train Wagons
- Replies: 4
- Views: 119
Re: Filtered Chests Like Train Wagons
Seems like a legit base feature request to me.
Sure, if it became a base feature filters should be exposed in the API.
Sure, if it became a base feature filters should be exposed in the API.
- Fri Mar 05, 2021 6:18 am
- Forum: Ideas and Suggestions
- Topic: Train horn - warn the user about bumping
- Replies: 4
- Views: 124
Re: Train horn - warn the user about bumping
Did you try Honk?
Only thing missing is a warning horn.
Only thing missing is a warning horn.
- Thu Mar 04, 2021 3:49 pm
- Forum: Logistic Train Network
- Topic: Bug: After last update LTN sends trains to wrong stations.
- Replies: 3
- Views: 122
Re: Bug: After last update LTN sends trains to wrong stations.
Check your signals.
- Wed Mar 03, 2021 4:24 pm
- Forum: Logistic Train Network
- Topic: Suggestion: Dump Station
- Replies: 6
- Views: 262
Re: Suggestion: Dump Station
While I applaud the effort of making LTN Cleanup, cleaning and refueling trains is what depots are meant to do. I wouldn't even bother with circuitry turning depots off when trains have residue. Stack inserters into chests and pumps into tanks can easily clean out trains within the default 5s inacti...
- Sun Feb 28, 2021 7:14 am
- Forum: Ideas and Suggestions
- Topic: Suggestion: The ability to zoom in on blueprints for editing
- Replies: 3
- Views: 104
Re: Suggestion: The ability to zoom in on blueprints for editing
Would be quite easy if done similarly to tipps:
An edit button teleports into a world filled with lab tiles with the blueprint pre built
A Save button takes you back and saves the updated blueprint
An edit button teleports into a world filled with lab tiles with the blueprint pre built
A Save button takes you back and saves the updated blueprint
- Sun Feb 28, 2021 7:08 am
- Forum: Ideas and Suggestions
- Topic: Combination of Crafting and Logistics Menu
- Replies: 22
- Views: 1019
Re: Combination of Crafting and Logistics Menu
What if the crafting menu showed items instead of recipes? If an item has mutiple recipes that make it, they can just be shown in a little submenu after clicking the item. I made a mockup of how that could look: That looks great. Especially when mods add several ways to produce something that way y...
- Sat Feb 27, 2021 7:27 pm
- Forum: Ideas and Suggestions
- Topic: mute the game while alt-tabbed
- Replies: 66
- Views: 10505
Re: mute the game while alt-tabbed
At least in Windows it's trivial to read the focused window or make borderless fullscreen. By now almost all games except Factorio have these features built in. Though Borderless Gaming also adds it to games that for whatever reason won't support them. So this thread can continue running circles for...
- Sat Feb 27, 2021 5:27 pm
- Forum: Logistic Train Network
- Topic: Rich Text in LTN stops?
- Replies: 18
- Views: 1011
Re: Rich Text in LTN stops?
Added for next release.
- Fri Feb 26, 2021 7:19 pm
- Forum: Ideas and Suggestions
- Topic: Constructions robots get "lost" in unpowered roboports
- Replies: 24
- Views: 633
Re: Constructions robots get "lost" in unpowered roboports
Maybe roboports could stay part of the network, even if unpowered? There is also this case, when you have an outpost with a roboport for automatic building and repair, and somehow the power gets cut while constructing. After a rather short while the robots flee to the next powered roboport, which c...
- Sun Feb 21, 2021 7:10 pm
- Forum: Ideas and Suggestions
- Topic: Combination of Crafting and Logistics Menu
- Replies: 22
- Views: 1019
Re: Combination of Crafting and Logistics Menu
You don't know how much I want this. The request ui seems halfway stuck back in times when request slots where arbitrarily limited. Even using Player Request Crafting Layout to auto fill all possible items in the same order as the crafting window it still is very cumbersome to scroll through the lon...
- Sun Feb 21, 2021 12:27 pm
- Forum: Combinator Creations
- Topic: Configurable inserter
- Replies: 11
- Views: 560
Re: Configurable inserter
Makes sense now, thanks for clarifying.
I never noticed that happening in my tests with 3 modules. Though my priming setup acts as fail safe, whenever a centrifuge has < 40 u-235 it feeds additional u-235 to the main belt, your counter then ensures it fills the centrifuges back up.
I never noticed that happening in my tests with 3 modules. Though my priming setup acts as fail safe, whenever a centrifuge has < 40 u-235 it feeds additional u-235 to the main belt, your counter then ensures it fills the centrifuges back up.
- Sun Feb 21, 2021 12:13 pm
- Forum: Logistic Train Network
- Topic: [1.15.1] non-recoverable error
- Replies: 3
- Views: 130
Re: non-recoverable error
Please get the most recent version before reporting.
Changelog wrote:Version: 1.15.2
Date: 2021-02-06
Bugfixes:
- delivery timout messages accessed position data of stop entities without checking validity #251
- Sat Feb 20, 2021 5:51 pm
- Forum: Ideas and Suggestions
- Topic: More entities ought to have equipment grids.
- Replies: 11
- Views: 401
Re: More entities ought to have equipment grids.
Thank you for bringing this to my attention. Last thing I will point out: you actually CAN make a turret with an equipment-grid, it just goes by another name: "Spidertron-consuming-ammo." I am beginning to think that the Spidertron ought to be the base for all machines. Spidertron with ze...
- Sat Feb 20, 2021 12:11 pm
- Forum: Combinator Creations
- Topic: Configurable inserter
- Replies: 11
- Views: 560
Re: Configurable inserter
Here is my kovarex with configurable counter/reset. The counter is two combinators, the third is for the reset/count limit from the constant combinator. 2021-01-03 02_06_34-Window.png 0eNrlWNuOmzAQ/Rc/trCKDQQSVZX6HdUKEXASa8FGxqx2tcq/dwybQIlZsNO3vkQBzJy5HJ8Z84EOZUtrybhC+w/EcsEbtP/9gRp24lmp76n3mqI9Yo...
- Sat Feb 20, 2021 6:35 am
- Forum: Implemented Suggestions
- Topic: Option to disable (game-)sounds in menu
- Replies: 5
- Views: 325
Re: Option to disable (game-)sounds in menu
Thanks, the sounds are annoying when tweaking settings, selecting/updating mods, or just updating the game itself.
I had to find the setting through this thread, for some reason I was looking for a mute button on the main menu.
I had to find the setting through this thread, for some reason I was looking for a mute button on the main menu.
- Sat Feb 20, 2021 6:32 am
- Forum: General discussion
- Topic: your thoughts on menu simulation
- Replies: 62
- Views: 3996
Re: your thoughts on menu simulation
The most annoying things about Factorio scenes: zoomed in too much manually zooming out is pointless right now because 2) switching every 10seconds too combat focused This is a factory building game not a spidertron combat simulator Show a nice factory scene with lots of moving parts. For example: h...
- Sat Feb 20, 2021 6:19 am
- Forum: Ideas and Suggestions
- Topic: Vary the color of turret range on map view depending on which ones contain ammunition
- Replies: 2
- Views: 175
Re: Vary the color of turret range on map view depending on which ones contain ammunition
+1
Would be quite helpful, especially early game.
Would be quite helpful, especially early game.
- Sat Feb 20, 2021 6:12 am
- Forum: Ideas and Suggestions
- Topic: More entities ought to have equipment grids.
- Replies: 11
- Views: 401
Re: More entities ought to have equipment grids.
Logistics are not the only spidertron exclusive. Other entities can't copy equipment grids between entities either.
- Fri Feb 19, 2021 7:18 pm
- Forum: Ideas and Suggestions
- Topic: More entities ought to have equipment grids.
- Replies: 11
- Views: 401
Re: More entities ought to have equipment grids.
Even if you leave it up to mods to add grids to vehicles. I'm all for making spidertron specific code available for the general vehicle prototypes. You can do that already: https://mods.factorio.com/mod/EquipmentGridLogisticModule You can do anything, by rewriting it in lua. My point is the functio...