I also consider this a bug, as it also happens in other situations, where it is really inconsistent:
I was using pipette to set signals inside a decider combinator (taking input from a roboport, reading what is in the network). From the list of the input signals I pipette a signal and put it into a ...
Search found 30 matches
- Tue Nov 05, 2024 12:37 am
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.9] Pipette on quality concrete/brick item in assembler gives normal item ghost
- Replies: 15
- Views: 2614
- Sat Mar 24, 2018 1:53 pm
- Forum: Outdated/Not implemented
- Topic: Above 60 fps (120 or 144).
- Replies: 47
- Views: 31465
time for >60fps
TL;DR
unlock fps
What ?
Enable a smooth experience with non-60Hz monitors by allowing more than 60fps (requires at least some decoupling of framerate from logic update ticks)
I alredy suggested this a while ago, now with upcoming graphics engine changes I thought it would be a good time for ...
unlock fps
What ?
Enable a smooth experience with non-60Hz monitors by allowing more than 60fps (requires at least some decoupling of framerate from logic update ticks)
I alredy suggested this a while ago, now with upcoming graphics engine changes I thought it would be a good time for ...
- Wed Jun 14, 2017 12:04 am
- Forum: Ideas and Suggestions
- Topic: Make lamps mix colors
- Replies: 2
- Views: 2155
Re: Make lamps mix colors
I would very much like RGB-value lamps, but it must be done right for a proper display. Lamps should cover most of their tile and be the exact color as imputted (including pitch black if inputted), no visible grey lamp, preferably no 80%ish match like trains and train stops, maybe a completely ...
- Tue Jun 13, 2017 11:34 pm
- Forum: Ideas and Suggestions
- Topic: add a random / unique number combinator
- Replies: 26
- Views: 11461
Re: add a random / unique number combinator
for the original idea to put random combinators in, it is very easy to have something pseuderandom without desync, map generation is pseudorandom after all. But im not sure if it is necessary as it is technically already in the game (you can build whatever algorithm the game uses for pseudorandom ...
- Thu May 18, 2017 12:14 am
- Forum: Ideas and Suggestions
- Topic: map zoom level settings
- Replies: 3
- Views: 6829
Re: map zoom level settings
Oh great it isn't even moddable (scroll wheel not usable in mods) 

- Wed May 17, 2017 5:38 pm
- Forum: Ideas and Suggestions
- Topic: map zoom level settings
- Replies: 3
- Views: 6829
map zoom level settings
TL;DR
Allow users to set their preferred maximum/minimum zoom levels and the level at which the map view switches.
How ?
This could either be in the options or in the ini file (if its easier that way) so users can customize it however they prefer without commands that disable achievements.
If ...
Allow users to set their preferred maximum/minimum zoom levels and the level at which the map view switches.
How ?
This could either be in the options or in the ini file (if its easier that way) so users can customize it however they prefer without commands that disable achievements.
If ...
- Tue May 02, 2017 1:23 pm
- Forum: Ideas and Suggestions
- Topic: Add support for configuring and copy/paste for ghosts / set ghost product / edit schedules
- Replies: 32
- Views: 9327
Re: Add support for configuring and copy/paste for ghosts
Now with 0.15 this is very much needed:
I just started a second map and had some blueprints from the first one. They involved lots of combinators. The blueprints were totally useless because i was not able to get the actual combinator settings copied without robots.
I just started a second map and had some blueprints from the first one. They involved lots of combinators. The blueprints were totally useless because i was not able to get the actual combinator settings copied without robots.
- Fri Apr 21, 2017 3:03 pm
- Forum: Multiplayer
- Topic: Unofficial Factorio Troll/Griefer Database
- Replies: 239
- Views: 187484
Re: Unofficial Factorio Troll and Griefer Database (FTGD)
found one:
https://www.youtube.com/watch?v=NOxdAPRHGww
Be sure to watch highest quality as otherise you see nothing (too much going on, high compression artifacts). You may also need to play slow motion to see everything that happens
What you can see in the Video: pay close attention to a player ...
https://www.youtube.com/watch?v=NOxdAPRHGww
Be sure to watch highest quality as otherise you see nothing (too much going on, high compression artifacts). You may also need to play slow motion to see everything that happens
What you can see in the Video: pay close attention to a player ...
- Sun Apr 09, 2017 10:44 pm
- Forum: Implemented Suggestions
- Topic: blueprint configurable alignment
- Replies: 1
- Views: 1471
blueprint configurable alignment
If you blueprint something with rails in it, it is only possible to place it every 2 tiles.
I would like this force alignment feature with a user configurable alignment e.g. alignment to a chunk (=placing only possible every 32 tiles).
This would make building aligned structures in 0.15 with ...
I would like this force alignment feature with a user configurable alignment e.g. alignment to a chunk (=placing only possible every 32 tiles).
This would make building aligned structures in 0.15 with ...
- Fri Apr 07, 2017 11:21 pm
- Forum: Ideas and Suggestions
- Topic: Shaders
- Replies: 6
- Views: 5385
Re: Motion Blur and Shaders
Moddable shaders would be great, imagine all the possibilities! Monster poison that affects your vision, different vision enhancers, ...
But motion blur? I personally hate blurs of all kinds (and I'm not alone with this). Instead I would love to see a framerate unlock to be able to use the blur ...
But motion blur? I personally hate blurs of all kinds (and I'm not alone with this). Instead I would love to see a framerate unlock to be able to use the blur ...
- Mon Mar 20, 2017 3:59 pm
- Forum: Ideas and Suggestions
- Topic: Numbers precision (in production window) / Display 3 significant/relevant numbers / Full precision when hover numbers
- Replies: 41
- Views: 9916
Re: Change when the game abbreviate numbers
How about making it a configurable option?
Everyone could adjust significant digits as they like.
Everyone could adjust significant digits as they like.
- Sun Mar 19, 2017 5:23 pm
- Forum: Ideas and Suggestions
- Topic: Ideas Contest: There should be more Steam Achivments!
- Replies: 9
- Views: 3903
Re: Ideas Contest: There should be more Steam Achivments!
Mr Green
Finish the game with a maximum total Pollution of X and a maximum of Y killed trees and not provoking any attack by pollution.
Explorer
Uncover more than X chunks on a single map.
Well calculated
Have an assembler running for 1h nonstop.
Slave army
Have 200 construction robots working ...
Finish the game with a maximum total Pollution of X and a maximum of Y killed trees and not provoking any attack by pollution.
Explorer
Uncover more than X chunks on a single map.
Well calculated
Have an assembler running for 1h nonstop.
Slave army
Have 200 construction robots working ...
- Sun Mar 12, 2017 7:24 pm
- Forum: Ideas and Suggestions
- Topic: In-ground electric
- Replies: 11
- Views: 5355
Re: In-ground electric
Maybe merge them all to one entity or optimize n*n squares to one entity.
Or just create a sub-subnetworks.
Or just create a sub-subnetworks.
- Sat Nov 26, 2016 1:57 am
- Forum: Ideas and Suggestions
- Topic: Suggestion: Scrubber
- Replies: 5
- Views: 2278
Re: Suggestion: Scrubber
How about pollution-dependent efficiency, would make sense logicically:
The more pollution in the chunk the panel is standing in, the less efficient it gets.
(In real life rain washes solar panels but everything in the atmosphere lowers light levels hitting the panel)
The more pollution in the chunk the panel is standing in, the less efficient it gets.
(In real life rain washes solar panels but everything in the atmosphere lowers light levels hitting the panel)
- Sun Nov 20, 2016 1:14 pm
- Forum: Implemented Suggestions
- Topic: Blueprints: Mirror/flip
- Replies: 97
- Views: 97633
Re: Mirroring blueprints
+1
great idea
great idea
- Sat Nov 19, 2016 3:06 pm
- Forum: Ideas and Suggestions
- Topic: Ideas to increase multiplayer map transfer speed
- Replies: 12
- Views: 7107
Re: Ideas to increase multiplayer map transfer speed
Today I found out about this mod and could not believe that it actually worked:
https://mods.factorio.com/mods/orzelek/undecorator
Does this mean in normal worlds the map transfer consists of 50% useless information?
If this is true, what else could be done to reduce map size drastically?
It seems ...
https://mods.factorio.com/mods/orzelek/undecorator
Does this mean in normal worlds the map transfer consists of 50% useless information?
If this is true, what else could be done to reduce map size drastically?
It seems ...
- Mon Oct 31, 2016 9:46 pm
- Forum: Ideas and Suggestions
- Topic: forest frequency, size, richness - map generator options
- Replies: 1
- Views: 1870
forest frequency, size, richness - map generator options
It would be very nice to have an option for frequency, size and richness of forests, where richness is tree density.
It would also be nice to directly insert a number for frequency, size and richness of every resource, like in the customized world options of minecraft.
Achievements could be disabled ...
It would also be nice to directly insert a number for frequency, size and richness of every resource, like in the customized world options of minecraft.
Achievements could be disabled ...
- Mon Oct 31, 2016 9:03 pm
- Forum: Implemented in 2.0
- Topic: Allow setting recipies on factories before research
- Replies: 42
- Views: 18914
Re: Allow setting recipies on factories before research
I would also like to have this.
For the newbie confusion problem i would suggest adding an option "show unresearched recipes" to the assembler/chemical plant gui that is off per default.
And realism - this game is not realistic: I can carry 100 trains in my pocket - no problem.
For the newbie confusion problem i would suggest adding an option "show unresearched recipes" to the assembler/chemical plant gui that is off per default.
And realism - this game is not realistic: I can carry 100 trains in my pocket - no problem.
- Sat Oct 29, 2016 1:42 pm
- Forum: Ideas and Suggestions
- Topic: Little Quirks
- Replies: 132
- Views: 54182
Re: Little Quirks
Inserters are sometimes not quick enough (although they have enough bandwidth) to put items into an assembler with lots of speed modules. The resource buffer size should depend on current crafting speed.
Loading time: Factorio is the only game <1GB that is on my SSD. Lots of small files are slow to ...
Loading time: Factorio is the only game <1GB that is on my SSD. Lots of small files are slow to ...
- Thu Oct 27, 2016 5:02 pm
- Forum: Ideas and Suggestions
- Topic: Little Quirks
- Replies: 132
- Views: 54182
Re: Little Quirks
I'm unable to take auto-trashed stuff out of the trash-slots into the hand. Auto-trash should not apply to things in your hand.
Robots are annoyingly stupid, improvements could be e.g. not trying to repair stuff that currently goes faster than the robots; factoring charging points into the flight ...
Robots are annoyingly stupid, improvements could be e.g. not trying to repair stuff that currently goes faster than the robots; factoring charging points into the flight ...