Search found 163 matches

by Roxor128
Sat Mar 16, 2024 8:56 am
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 191
Views: 20144

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...
by Roxor128
Sat Feb 17, 2024 3:07 am
Forum: News
Topic: Friday Facts #398 - Fulgora
Replies: 114
Views: 22809

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...
by Roxor128
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.
by Roxor128
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?
by Roxor128
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.
by Roxor128
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...
by Roxor128
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...
by Roxor128
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...
by Roxor128
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...
by Roxor128
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

bman212121 wrote:
Fri Oct 27, 2023 6:58 pm
My solution to the "weight" system would be to simply copy the modular armor system.
Damn, that's a really good idea! It's such a simple solution.

I'm all for it. Devs, give this idea some playtesting!
by Roxor128
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...
by Roxor128
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...
by Roxor128
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

saturn7 wrote:
Fri Sep 22, 2023 6:48 pm
Did you ever consider removing the restriction that rails needed to be aligned to the 2x2 grid, so blueprints with rails could be moved by a single tile?
Alternate solution: add a checkbox to blueprints to make them snap to the rail grid and set their alignment relative to it.
by Roxor128
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...
by Roxor128
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, ...
by Roxor128
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...
by Roxor128
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...
by Roxor128
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...
by Roxor128
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.
by Roxor128
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...

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