This was a very interesting read.
What makes Factorio great is not only the big things, but also the sum of all of the little things.
I am unaware of any game which is as polished as Factorio.
Search found 1036 matches
- Fri Jun 14, 2024 6:48 pm
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 21726
- Fri Sep 08, 2023 1:07 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 225823
Re: Friday Facts #375 - Quality
I really like the concept of introducing quality to the game.
However, I don't like it that the recycler only outputs 25% of the resources.
I understand that reducing it to this amount is necessary in order to prevent allowing you to create a production loop that gives you more resources than you ...
However, I don't like it that the recycler only outputs 25% of the resources.
I understand that reducing it to this amount is necessary in order to prevent allowing you to create a production loop that gives you more resources than you ...
- Sun Mar 06, 2022 9:03 pm
- Forum: Releases
- Topic: Version 1.1.55
- Replies: 6
- Views: 14225
Re: Version 1.1.55
The posted link works for me, too, also in a private browser session (which does not remember cookies, so that I am not logged in).
- Wed Mar 02, 2022 1:03 pm
- Forum: News
- Topic: We support Ukraine
- Replies: 3348
- Views: 664401
Re: We support Ukraine
In 1994, after the Soviet Union was dissolved, the Ukraine was the world's third largest nuclear power. In the Budapest Memorandum , the Ukraine agreed to give up all of its nuclear arsenal, after Russia (and several other nations) promised to respect its sovereignty and territorial integrity ...
- Thu Jun 11, 2020 12:47 am
- Forum: Ideas and Suggestions
- Topic: Train Stop Circuit Wagon Separation
- Replies: 7
- Views: 2891
- Fri Mar 13, 2020 1:57 pm
- Forum: Ideas and Suggestions
- Topic: Native Module Inserter
- Replies: 1
- Views: 1279
Re: Native Module Inserter
This has already been suggested in the following thread:
viewtopic.php?f=6&t=50084 Default Ctrl-Click for green modules - don't over-add
For the reason described in that thread, I am happy with the way it works now, even if it may be a bit tedious.
viewtopic.php?f=6&t=50084 Default Ctrl-Click for green modules - don't over-add
For the reason described in that thread, I am happy with the way it works now, even if it may be a bit tedious.
- Fri Jan 31, 2020 11:00 pm
- Forum: Ideas and Suggestions
- Topic: Display train's ID number on scheduler UI
- Replies: 15
- Views: 5838
Re: Display train's ID number on scheduler UI
I bet the train Id is not just something they show but somthing that is used internally and if you alllow user to change the value it would introduce a lot of problem of for exemple a user using the same Id twice even though the Ids are supposed to be unique
I don't consider this a problem, but ...
- Fri Jan 31, 2020 2:55 am
- Forum: Ideas and Suggestions
- Topic: Display train's ID number on scheduler UI
- Replies: 15
- Views: 5838
Re: Display train's ID number on scheduler UI
The Train ID would be a lot more useful if it were possible for the user to supply his own Train ID, maybe even encode properties of the train in the Train ID (for example whether it is an iron or copper train), which can then be read by the circuit network. This has been suggested in the following ...
- Fri Jan 31, 2020 2:45 am
- Forum: Outdated/Not implemented
- Topic: Set chain signals to red via circuit network
- Replies: 95
- Views: 33418
Re: Allow "close signal" circuit action for chain signals
OP's suggestion has already been suggested two years ago in the following thread:
viewtopic.php?f=6&t=58453 Set chain signals to red via circuit network
EDIT: Meanwhile, the threads have been merged. Therefore, this link now points to the current thread.
viewtopic.php?f=6&t=58453 Set chain signals to red via circuit network
EDIT: Meanwhile, the threads have been merged. Therefore, this link now points to the current thread.
- Fri Dec 13, 2019 2:21 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 52463
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
Thank you very much for spending the effort on optimizing the performance even further. Factorio truly is a masterpiece, both from a design and a technical standpoint.
- Mon Dec 02, 2019 12:25 pm
- Forum: Ideas and Suggestions
- Topic: Circuit networks: make it practical to determine whether a train was empty when it departed from the train stop
- Replies: 4
- Views: 2242
Re: Circuit networks: make it practical to determine whether a train was empty when it departed from the train stop
I am against OP's suggestion. In my opinion, there are better suggestions to solve the problem, which would offer the player more flexibility.
In this thread , it has been suggested that the Train ID and other signals the train sends should be user-definable. Later in that thread, someone suggested ...
In this thread , it has been suggested that the Train ID and other signals the train sends should be user-definable. Later in that thread, someone suggested ...
- Sun Dec 01, 2019 5:27 pm
- Forum: Ideas and Suggestions
- Topic: Train service station
- Replies: 2
- Views: 1560
Re: Train service station
I think this problem would be best solved with conditional train orders.
- Sun Nov 24, 2019 7:33 pm
- Forum: Ideas and Suggestions
- Topic: GG's Starlog 9 - Crafting Order
- Replies: 4
- Views: 2276
Re: GG's Starlog 9 - Crafting Order
OP's suggestion has already been suggested in the following threads:
https://forums.factorio.com/viewtopic.php?f=6&t=73272 Priority crafting
https://forums.factorio.com/viewtopic.php?f=6&t=62338 Double ended crafting queue
https://forums.factorio.com/viewtopic.php?f=6&t=49361 Rearrange hand craft ...
https://forums.factorio.com/viewtopic.php?f=6&t=73272 Priority crafting
https://forums.factorio.com/viewtopic.php?f=6&t=62338 Double ended crafting queue
https://forums.factorio.com/viewtopic.php?f=6&t=49361 Rearrange hand craft ...
- Wed Nov 06, 2019 5:10 pm
- Forum: Ideas and Suggestions
- Topic: See not rounded circuit signals
- Replies: 2
- Views: 1302
Re: See not rounded circuit signals
Related threads:
viewtopic.php?f=6&t=62110 Always use 3 s.f. when showing shortened numbers
viewtopic.php?f=6&t=42894 Change when the game abbreviate numbers
viewtopic.php?f=6&t=62110 Always use 3 s.f. when showing shortened numbers
viewtopic.php?f=6&t=42894 Change when the game abbreviate numbers
- Thu Oct 24, 2019 1:37 pm
- Forum: Ideas and Suggestions
- Topic: Light rail
- Replies: 16
- Views: 5223
Re: Light rail
You can use a single-direction rail, separate from your main rail intersections, but you then either have to make a double header (terrible accel, absolutely requires rocket fuel) or loops to return (bad accel & lots of space).
(side note: railway turntables would be fun, but obviously a pain to ...
- Wed Sep 25, 2019 5:09 pm
- Forum: Ideas and Suggestions
- Topic: Signal on circuit network when train passes waypoint
- Replies: 7
- Views: 4867
Re: Signal on circuit network when train passes waypoint
I am against the suggestion. In my opinion, there are better suggestions for the circuit network to receive information from trains.
For example, in this thread , it has been suggested that the Train ID and other signals the train sends should be user-definable. Later in that thread, someone ...
For example, in this thread , it has been suggested that the Train ID and other signals the train sends should be user-definable. Later in that thread, someone ...
- Thu Sep 19, 2019 11:39 am
- Forum: Ideas and Suggestions
- Topic: Splitting stacks
- Replies: 5
- Views: 2789
Re: Splitting stacks
Related thread with similar/competing suggestion:
https://forums.factorio.com/viewtopic.php?f=6&t=46466 Manual Stack size Toggle
I agree that one of these suggestions or something similar should be implemented, as it currently is a pain to fill several turrets equally. I would like it best if it ...
https://forums.factorio.com/viewtopic.php?f=6&t=46466 Manual Stack size Toggle
I agree that one of these suggestions or something similar should be implemented, as it currently is a pain to fill several turrets equally. I would like it best if it ...
- Mon Sep 02, 2019 4:15 pm
- Forum: Ideas and Suggestions
- Topic: FFF-309 / Robots
- Replies: 2
- Views: 1512
Re: FFF-309 / Robots
I like the idea of bots slowing down in crowded areas. That way, the throughput of bots would be significantly reduced, making belts more important.
Taking that idea further, it would be nice to be able to define air lanes that the bots should follow.
That would make pathfinding a lot more work ...
Taking that idea further, it would be nice to be able to define air lanes that the bots should follow.
That would make pathfinding a lot more work ...
- Sun Sep 01, 2019 8:41 pm
- Forum: Ideas and Suggestions
- Topic: Swapping around in crafting queue
- Replies: 1
- Views: 1530
Re: Swapping around in crafting queue
This (or something very similar) has already been suggested in the following threads:
https://forums.factorio.com/viewtopic.php?f=6&t=73272 Priority crafting
https://forums.factorio.com/viewtopic.php?f=6&t=62338 Double ended crafting queue
https://forums.factorio.com/viewtopic.php?f=6&t=49361 ...
https://forums.factorio.com/viewtopic.php?f=6&t=73272 Priority crafting
https://forums.factorio.com/viewtopic.php?f=6&t=62338 Double ended crafting queue
https://forums.factorio.com/viewtopic.php?f=6&t=49361 ...
- Wed Aug 28, 2019 1:52 pm
- Forum: Ideas and Suggestions
- Topic: Selective Station Enabling
- Replies: 11
- Views: 5355
Re: Selective Station Enabling
Ideally we'd get to select the signal and value the train would send, like a mobile constant combinator.
Wireless certain networks (which trains could also use) have been suggested in the following threads:
https://forums.factorio.com/viewtopic.php?f=6&t=49317 Radio Links for signals ...