Search found 70 matches
- Sat Oct 12, 2024 1:36 pm
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 51426
Re: Friday Facts #432 - Aquilo
Just a bit of nitpicking that could be an interesting mechanic. Everything in factorio consumes an unholy amount of electricity and as people know. Everything that consumes electricity is a 100% (or sometimes higher) efficient electric heater. So it would be interesting if machines that were running ...
- Sun Oct 29, 2023 1:32 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 65068
Re: Friday Facts #382 - Logistic groups
I'm here to join the anti 1 platform club. Intentionally limiting throughout feels really anti the spirit of factorio. Perhaps we could be allowed to have multiple space platforns and then 1 landing pad per platform. But one per planet feels like we're going to be forced to rely on having bots doing ...
- Tue Dec 21, 2021 5:41 am
- Forum: Desyncs with mods
- Topic: [1.1.49] Desync with trains [Modded]
- Replies: 0
- Views: 1626
[1.1.49] Desync with trains [Modded]
I don't entirely sure exactly how this works. All attempts to reproduce this using anything other than the exact conditions shown here does not seem to cause the issue. Its also worth noting that none of the mods here other than renai transportation alter the function of trains at all so I'm not ...
- Sat Apr 11, 2020 1:23 am
- Forum: Duplicates
- Topic: [0.18.18] Modded: Desync on join. Restart seems to fix
- Replies: 1
- Views: 1031
[0.18.18] Modded: Desync on join. Restart seems to fix
What I did:
1. Click join via steam
2. Desync
3. Reconnecting causes more desyncs.
The issue has also happened with another player on the server aswell. And restarting the server seems to fix whatever is going wrong so players can join again.
Sorry I couldn't give more detail. Here is a desync ...
1. Click join via steam
2. Desync
3. Reconnecting causes more desyncs.
The issue has also happened with another player on the server aswell. And restarting the server seems to fix whatever is going wrong so players can join again.
Sorry I couldn't give more detail. Here is a desync ...
- Fri Mar 20, 2020 10:10 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 110430
Re: Friday Facts #339 - Beacon HR + Redesign process
I agree with many of those in the forum that this seems out of place. But I would forgive it all in a heartbeat if you make the electric sparks the same color as the module that goes inside. That would be freaking sweet.
- Fri Oct 25, 2019 10:05 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 57885
Re: Friday Facts #318 - New Tooltips
Just some thoughts.
1. How about we display consumption on a single line. Like...
Consumes:
Wire: 4/Second Max
Iron Plate: 2/Second Max
Produces:
Green Circuit: 2/Second Max
Just saves a lot of vertical space on a complicated recipe.
2. What if with bonuses you had like... 10 + 50 = 60 ...
1. How about we display consumption on a single line. Like...
Consumes:
Wire: 4/Second Max
Iron Plate: 2/Second Max
Produces:
Green Circuit: 2/Second Max
Just saves a lot of vertical space on a complicated recipe.
2. What if with bonuses you had like... 10 + 50 = 60 ...
- Sat Feb 02, 2019 3:42 am
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 109554
Re: Friday Facts #280 - Visual Feedback is the king
Looks pretty great. What I've always wanted to see is the ability to create conditions within the train to see whether or not the train visits the next station. For example go to iron drop If the train got mixed ore in it for some reason
- Sat Jan 05, 2019 2:10 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 76945
Re: Friday Facts #276 - Belt item spacing & Script rendering
Am I the only one who doesn't understand how relying on gaps would make any difference at all to these detectors? It will only output a solid signal when 60i/s are passing through the belt. A simple counting circuit will count up at 60/s. Idk if it's the way other people did it. But the way I've ...
- Sat Dec 01, 2018 1:22 am
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 60367
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
I think that this poster is a challenge to experienced factorio players to find everything that is wrong with it. Because there are quite a few.
-Long inserter. Pointing out of a passive provider, also would never be able to connect.
-Lubricant coming out of an oil refinery. Then gets heated up in ...
-Long inserter. Pointing out of a passive provider, also would never be able to connect.
-Lubricant coming out of an oil refinery. Then gets heated up in ...
- Sat Oct 27, 2018 12:27 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 268056
Re: Friday Facts #266 - Cleanup of mechanics
Getting my unread two cents in here. I feel like if the goal is to simplify a little than assembler 1 should have 3 ingredients. Now you can suddenly automate assembler 1s, inserters and splitters. Without being able to automate slightly less necessary in early game assembler 2s, steam engines, and ...
- Fri Sep 28, 2018 10:43 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 63215
Re: Friday Facts #262 - Hello my name is: Compilatron
For goodness sakes I don't care what you do. Just don't let that bot get in the way of placing things/walking.
- Sun Sep 16, 2018 2:45 am
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 145148
Re: Friday Facts #260 - New fluid system
Sustained. You clearly proved me wrong.
- Sun Sep 16, 2018 2:36 am
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 145148
Re: Friday Facts #260 - New fluid system
Nobody ever reads my posts anyways. But I just had an epiphany.
What if we only had one variable (fluid in pipe) that also encompasses pressure. It sounds similar to what we are doing currently. But what I'm proposing is a pretty substantial change in function.
Biggest Change: every producer of ...
What if we only had one variable (fluid in pipe) that also encompasses pressure. It sounds similar to what we are doing currently. But what I'm proposing is a pretty substantial change in function.
Biggest Change: every producer of ...
- Sat Aug 11, 2018 4:17 am
- Forum: News
- Topic: Friday Facts #255 - Construction tools
- Replies: 140
- Views: 63301
Creeping Features
Stupid feature just for requesting. You forgot Ctrl+y aka un-undo aka redo.
Also what if clipboard blueprints were actually on the clipboard? I dunno if generation of blueprint strings is instant enough to be unnoticeable. But it would be kinda neat to copy paste from forums and other maps with ...
Also what if clipboard blueprints were actually on the clipboard? I dunno if generation of blueprint strings is instant enough to be unnoticeable. But it would be kinda neat to copy paste from forums and other maps with ...
- Sat Aug 04, 2018 10:40 am
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 101244
Knowing this will be buried.
Switch the queue to only support two or 3 researches. If the other players are anything like me. They HATE the Ides of lost efficiency between the researches. And it would also remove that annoying research oveerwriting that happens all the time online. But like.. don't get me wrong I'm with them ...
- Sat Jun 30, 2018 2:53 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 88327
Just seems risky.
I feel like easily overwriting to the library isn't the way we should go.
My proposed idea for the pile.
-keep blueprint items: It is the most intuitive way to give blueprints to other players. Especially when you have a lot published.
When it is given to another player or chest I think that the ...
My proposed idea for the pile.
-keep blueprint items: It is the most intuitive way to give blueprints to other players. Especially when you have a lot published.
When it is given to another player or chest I think that the ...
- Sat Feb 24, 2018 4:38 am
- Forum: News
- Topic: Friday Facts #231 - Belt compression & Crash log uploading
- Replies: 89
- Views: 53397
Re: Friday Facts #231 - Belt compression & Crash log uploading
How's about this idea to put on the pile.
When factorio crashes it has the whole "factorio has crashed" kinda popup we all know and love. Then it has a check box saying automatically send crash reports. If the box is checked when you hit ok or close or whatever it will send. But unchecking will ...
When factorio crashes it has the whole "factorio has crashed" kinda popup we all know and love. Then it has a check box saying automatically send crash reports. If the box is checked when you hit ok or close or whatever it will send. But unchecking will ...
- Fri Aug 11, 2017 2:23 am
- Forum: Ideas and Suggestions
- Topic: Allow players to set the stack limit on nuclear plants
- Replies: 3
- Views: 2641
Re: Allow players to set the stack limit on nuclear plants
I suppose that would be a much simpler solution to my problem. Thanks for that.
- Wed Aug 09, 2017 4:21 pm
- Forum: Ideas and Suggestions
- Topic: Allow players to set the stack limit on nuclear plants
- Replies: 3
- Views: 2641
Allow players to set the stack limit on nuclear plants
TLDR: Title says it all. I want to be able to say only insert one item at a time into the nuclear plant.
The situation: I have a "smart" nuclear power plant which more or less decides how many plants I want on at the same time. The problem is it will insert 6 fuel into the plant when it turns on ...
The situation: I have a "smart" nuclear power plant which more or less decides how many plants I want on at the same time. The problem is it will insert 6 fuel into the plant when it turns on ...
- Wed Aug 09, 2017 4:13 pm
- Forum: Ideas and Suggestions
- Topic: Disable Bots when moving faster than their top speed.
- Replies: 0
- Views: 958
Disable Bots when moving faster than their top speed.
TLDR: When you are moving faster than your bots current researched speed whether this is via train, car, or even legs, it should disconnect you from the network and prevents bots flying to nowhere and getting no battery.
Its a common problem when bots fly away like that and it would be a solution ...
Its a common problem when bots fly away like that and it would be a solution ...