Search found 163 matches
- Sat Mar 16, 2024 8:56 am
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 191
- Views: 20149
Re: Friday Facts #402 - Lightspeed circuits
From the FFF: https://cdn.factorio.com/assets/blog-sync/fff-402-rail-wires.png That's almost exactly how my rail blueprints look like - could have been a screenshot from my current factory :D I also added red and green wires "just in case a real use case pops up". I'm still waiting. The w...
- Sat Feb 17, 2024 3:07 am
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 22811
Re: Friday Facts #398 - Fulgora
Possible lightning for power? Only other game I've seen that does that is Planetbase, so that would be a welcome addition. For those who haven't played Planetbase, it's a colony sim with four planet types to colonise: desert, ice, moon, and storm. The fourth one is where you get lightning rods to pr...
- Sun Dec 17, 2023 10:07 am
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 24460
Re: Friday Facts #389 - Train control improvements
Any way to prioritise fuels?
If you're transitioning to a new fuel type, you'd want to be able to make the train work through everything other than the new one first, so as to use up all of the old ones. This could also be good for disposing of wood.
If you're transitioning to a new fuel type, you'd want to be able to make the train work through everything other than the new one first, so as to use up all of the old ones. This could also be good for disposing of wood.
- Sat Dec 09, 2023 8:00 am
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 149
- Views: 23088
Re: Friday Facts #388 - Smaller things for 2.0
The expression-evaluation to produce values stuff sounds handy. Could we get a hexadecimal view option as well?
- Sat Dec 02, 2023 5:55 am
- Forum: Ideas and Suggestions
- Topic: Combinators: Allow more way to input numbers
- Replies: 6
- Views: 681
Re: Combinators: Allow more way to input numbers
Adding onto this, an option to view as hexadecimal would be useful as well. Much easier to pick out your packed values from hexadecimal than decimal.
- Sat Dec 02, 2023 5:49 am
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 164
- Views: 37186
Re: Friday Facts #387 - Swimming in lava
From FFF 386 => Over time, the lava has become more of a pivotal part of the gameplay because it provides a lot of new opportunities: It is a new obstacle that you can't landfill (for a long time) , a new resource, and a new way to void items. Lava can be landfilled eventually. [facepalm] Me big du...
- Sat Dec 02, 2023 5:17 am
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 164
- Views: 37186
Re: Friday Facts #387 - Swimming in lava
Will the map generation include special checks to ensure that anything minable that spawns near lava is accessible by the new mining drills? In current Factorio, if you get a small island with some ore on it that a drill won't fit on, you can just use some landfill to expand it enough to fit the dri...
- Sat Nov 11, 2023 3:09 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 325
- Views: 41655
Re: Friday Facts #384 - Combinators 2.0
Could we get a memory combinator as well? Sure, you can build memory cells out of the existing ones, but it's a bit of a pain, especially if you're trying to protect it against signal contamination (I have had many bugs due to accidentally getting an extra signal into my memory cells that added with...
- Sat Nov 04, 2023 3:20 am
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 172
- Views: 27938
Re: Friday Facts #383 - Super force building
I noticed the placing of landfill left holes if there wasn't anything in that space in the blueprint. Any chance of a way to override that and force them to be filled? Maybe it could be done at the blueprint level by having a dummy object that can be put in empty spaces (potentially automatically fr...
- Sat Oct 28, 2023 4:50 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 33011
Re: Friday Facts #382 - Logistic groups
Damn, that's a really good idea! It's such a simple solution.bman212121 wrote: ↑Fri Oct 27, 2023 6:58 pmMy solution to the "weight" system would be to simply copy the modular armor system.
I'm all for it. Devs, give this idea some playtesting!
- Sat Oct 21, 2023 6:21 am
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 40619
Re: Friday Facts #381 - Space Platforms
(Please call the space space science packs improved/advanced/sigma space science packs, anything other than space science packs in space.) I think it's basically the same as Nullius having alternate recipes for its science packs (along with a large chunk of the rest of the game's items). Climate Sa...
- Sat Oct 14, 2023 3:00 am
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 181
- Views: 28701
Re: Friday Facts #380 - Remote view
The part of this I'm looking forward to the most: being able to change combinator settings remotely. That would be a MASSIVE improvement! I'm having no end of headaches in Nullius because I end up building a new facility to make something by copying and modifying an existing one and then when I actu...
- Sat Sep 23, 2023 3:04 am
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 47814
Re: Friday Facts #377 - New new rails
Alternate solution: add a checkbox to blueprints to make them snap to the rail grid and set their alignment relative to it.
- Sat Sep 09, 2023 10:09 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 798
- Views: 120554
Re: Friday Facts #375 - Quality
Having had some more time to think about it, I'm thinking maybe this feature should be implemented backwards from its current form. That is, instead of quality levels going up and granting bonuses from the vanilla base form, start there and go down, with lower tier machines being more likely to botc...
- Sat Sep 09, 2023 2:13 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 798
- Views: 120554
Re: Friday Facts #375 - Quality
The idea is fine. I'll probably end up forgetting all about it, like I do with beacons and modules. HOWEVER, I absolutely HATE the names! They sound like some crappy mobile game. They've got to go. Come up with some other scale. Standard, Improved, Good, Excellent, Perfect. Something like that. Oh, ...
- Mon Sep 12, 2022 4:44 am
- Forum: Ideas and Suggestions
- Topic: Train stop colour on map to indicate train on the way
- Replies: 2
- Views: 1034
Train stop colour on map to indicate train on the way
TL;DR Show train stops on the map in a different colour when their limit is hit based on why that limit was hit. What ? When a train stop's limit is hit, it always appears blue on the map. This lets you distinguish between which are full and which aren't. I propose adding additional colours to indi...
- Wed Aug 31, 2022 1:30 pm
- Forum: Ideas and Suggestions
- Topic: Allow Inserters to take fuel from trains again
- Replies: 50
- Views: 11906
Re: Allow Inserters to take fuel from trains again
Last time I did it was on vanilla 0.16, and that was switching from coal to solid fuel for around 50 trains. The only way to get the coal out was to hang round the refuelling station, call the trains in and do it manually for every train. In the process of which, I ended up finding wood and wooden p...
- Tue Aug 30, 2022 11:11 am
- Forum: Ideas and Suggestions
- Topic: Allow Inserters to take fuel from trains again
- Replies: 50
- Views: 11906
Re: Allow Inserters to take fuel from trains again
I'm in favour of this. I remember the last time I switched a heap of trains from one fuel to another. Ugh. It would have been so much easier if I could have just set up a bunch of filter inserters set to remove the fuel types I didn't want and put them in an active provider chest. Add whatever idiot...
- Tue Aug 30, 2022 6:47 am
- Forum: Ideas and Suggestions
- Topic: Add support for configuring and copy/paste for ghosts / set ghost product / edit schedules
- Replies: 32
- Views: 6212
Re: Allow us to copy recipes onto ghosts
Yes, please! I keep getting a section partially built with at least one of some machine with a program put down, change the setting on it, then use the shift-click to copy it to the others nearby, and get thrown for a loop when it doesn't work on the ghosts.
- Sat Aug 06, 2022 4:31 am
- Forum: Ideas and Suggestions
- Topic: Research Prerequisites include Use Cases
- Replies: 12
- Views: 2424
Re: Research Prerequisites include Use Cases
The mod Nullius has this feature in the form of checkpoints in its alternate tech tree. They require you to make or use some quantity of an item to move on. I found it rather annoying when trying to get to rail signals, because in order to research that, I had to pass a checkpoint for red belts (whi...