Search found 112 matches

by deer_buster
Tue Nov 19, 2024 5:05 am
Forum: Ideas and Suggestions
Topic: [Suggestion] Elevated Curved Ramps
Replies: 1
Views: 112

[Suggestion] Elevated Curved Ramps

[Suggestion] Elevated Curved Ramps TL;DR Introduce elevated curved ramps to allow trains to descend or ascend while navigating curves, enabling the construction of compact and aesthetically pleasing cloverleaf intersections. What? I propose adding elevated curved ramps to Factorio's rail system. Th...
by deer_buster
Sat Nov 02, 2024 5:47 pm
Forum: Ideas and Suggestions
Topic: [MOD INTERFACE] Add "Loaded Mods" Filter to Mods Selection Screen
Replies: 0
Views: 29

[MOD INTERFACE] Add "Loaded Mods" Filter to Mods Selection Screen

Summary: I propose adding a "Loaded Mods" filter option to the mod selection screen, allowing players to view only currently loaded mods. This will enhance usability, particularly for players with a long list of mods, by making it easier to manage which mods are active without excessive s...
by deer_buster
Fri Nov 01, 2024 7:00 am
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 145
Views: 10547

Re: Add option for mixed Quality in Assemblers

it's an unnecessary, and un-fun, production killer. I'd rather an edge case exploit than an un-fun mechanic.
by deer_buster
Fri Nov 01, 2024 6:25 am
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 145
Views: 10547

Re: Add option for mixed Quality in Assemblers

we already had any quality recipe before release aand it was removed due to exploits that it brought. Devs even stated that system like that with weight for quality isnt possible with current implementation Not sure what the issue would be if the lowest item's quality is what affected the final pro...
by deer_buster
Wed Oct 23, 2024 2:58 pm
Forum: Ideas and Suggestions
Topic: Change "Enqueue" to "Add to Queue" in english
Replies: 27
Views: 1707

Re: Change "Enqueue" to "Add to Queue" in english

What was wrong with the wording from 1.x? Please revert to that phrasing.
by deer_buster
Fri Dec 08, 2023 3:52 pm
Forum: News
Topic: Friday Facts #388 - Smaller things for 2.0
Replies: 151
Views: 35541

Re: Friday Facts #388 - Smaller things for 2.0

trad_emark wrote: ↑Fri Dec 08, 2023 3:03 pm How much is

Code: Select all

10/2k
?
could be interpreted as (10/2)k, so 5k is my guess.
by deer_buster
Fri Dec 08, 2023 1:59 pm
Forum: News
Topic: Friday Facts #388 - Smaller things for 2.0
Replies: 151
Views: 35541

Re: Friday Facts #388 - Smaller things for 2.0

Being able to set lamp intensity manually would also be nice, and perhaps effects (such as pulsing/blinking, et.al.) as well
by deer_buster
Fri Nov 17, 2023 10:23 pm
Forum: News
Topic: Friday Facts #385 - Asteroid Collector
Replies: 58
Views: 18370

Re: Friday Facts #385 - Asteroid Collector

Personally, not reusing drone-like activities to capture and retrieve debris seems like a misappropriation of talent...a drone with reaction-controls or attitude thrusters seems like it would have been a great idea....imho
by deer_buster
Fri Nov 10, 2023 3:37 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 334
Views: 70309

Re: Friday Facts #384 - Combinators 2.0

Regarding multiple outputs...it would be nice to specify which output wire color gets what output
by deer_buster
Fri Oct 13, 2023 8:26 pm
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 183
Views: 43509

Re: Friday Facts #380 - Remote view

Can we get the ability to upgrade via blueprint? (e.g. One blueprint has yellow belts, assembler 1, interters....upgrade blueprint has red/2/fast). And I mean using regular blueprints, not the upgrade planner...which isn't a blueprint
by deer_buster
Fri Sep 29, 2023 1:08 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 342
Views: 106513

Re: Friday Facts #378 - Trains on another level

So, I like what you're doing here. One thing I would like to see for the expansion. Diagonal belts please. The step diagonal belts look terrible, and I have always hated them.
by deer_buster
Sat Feb 05, 2022 4:31 am
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 142293

Re: Friday Facts #367 - Expansion news

Honestly, I would rather have multiple expansions at a reduced cost and quicker turn-around, than multi-year single expansion that (more than) doubles the cost of the game that I paid originally...
by deer_buster
Fri Jan 28, 2022 2:02 am
Forum: Ideas and Suggestions
Topic: Ordering docked bots
Replies: 4
Views: 2704

Re: Ordering docked bots

It's been a long while since this was posted. The need is still there. Any update possible?
by deer_buster
Tue Jun 25, 2019 2:22 am
Forum: Releases
Topic: Version 0.17.52
Replies: 18
Views: 16574

Re: Version 0.17.52

Working for me now....
by deer_buster
Mon Jun 24, 2019 4:48 pm
Forum: Releases
Topic: Version 0.17.12
Replies: 28
Views: 21677

Re: Version 0.17.12

Changes The Install Mods GUI will now automatically install required dependencies. OMG!!! Love this! Would love this too if it extended to upgrading mods. Which it (as I just found out) doesn't. So, any mod that gains a dependency in an upgrade does NOT get that dependency auto-installed. And findi...
by deer_buster
Mon Jun 24, 2019 4:43 pm
Forum: Releases
Topic: Version 0.17.52
Replies: 18
Views: 16574

Re: Version 0.17.52

Automatic updater is still broken for me: Info HttpSharedState.cpp:145: Downloading https://updater.factorio.com/updater/get-download?package=core-linux64&from=0.17.50&to=0.17.51&isTarget=false&username=DaveMcW&token=<private>&apiVersion=2 Info HttpSharedState.cpp:146: Statu...
by deer_buster
Thu Mar 14, 2019 6:54 pm
Forum: Releases
Topic: Version 0.17.12
Replies: 28
Views: 21677

Re: Version 0.17.12

FactorioBot wrote: ↑Thu Mar 14, 2019 6:44 pm Changes
  • The Install Mods GUI will now automatically install required dependencies.


OMG!!! Love this!
by deer_buster
Thu Mar 07, 2019 9:24 pm
Forum: Ideas and Suggestions
Topic: Better mechanism for hand building over ghosts before robots
Replies: 66
Views: 16083

Re: Idling player should delete/place ghosts in reach

I don't think any solution should replace construction bots, or do anything automatically, even within reach. What it should do is act like it does with ghost power poles, and that is to place the item in hand ONLY on the ghost that matches the entity type, if a key is pressed, like shift, alt or co...
by deer_buster
Wed Mar 06, 2019 4:00 am
Forum: Ideas and Suggestions
Topic: Better mechanism for hand building over ghosts before robots
Replies: 66
Views: 16083

[0.17] Replacing Ghosts with Entities

TL;DR Allow a hotkey press to place entities ONLY over ghosts that have already been placed ala how the power poles handle it (albeit without a hotkey) What ? Just like how the power poles place over ghosts already placed, allow us the ability to place all other entities over their ghost with a hot...
by deer_buster
Sat Nov 24, 2018 7:14 am
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 43489

Re: Friday Facts #270 - HR Substation & Save/Load overview

Tall sizes for the shirts would be much appreciated

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