Search found 26 matches
- Tue Apr 21, 2020 4:13 pm
- Forum: Ideas and Suggestions
- Topic: "Enter" on main menu to continue game
- Replies: 7
- Views: 2039
Re: "Enter" on main menu to continue game
There's a command-line option so you don't even have to see the startup menu: --load-game FILE ...of course, that requires you to know the name of your file. If you tend to use new or incrementing names a lot when saving, you'd have to modify your shortcut frequently. https://wiki.factorio.com/Comm...
- Mon Apr 20, 2020 3:54 pm
- Forum: Ideas and Suggestions
- Topic: "Enter" on main menu to continue game
- Replies: 7
- Views: 2039
"Enter" on main menu to continue game
TL;DR Pressing the "enter" key on the main menu should run "Continue game". What ? I'm embarrassed to even suggest, because it's so minor, but it would be really good interaction design if pressing the enter key would do the same thing as pressing the large green button in the m...
- Sat Aug 24, 2019 5:10 am
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 111494
Re: Friday Facts #309 - Controversial opinions
The last one, yes! For the love of God. That is so very obviously a bug. On the inserters chasing, normal inserters could keep chasing, and fast inserters not. That way, the game is organic and visually pleasing for beginners and whoever chooses to RP, but people who want to build megabases can just...
- Fri Apr 19, 2019 8:12 pm
- Forum: News
- Topic: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II
- Replies: 40
- Views: 20895
Re: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II
Am I stupid, what is the dotted high contrast plate? Just a color test item, or a spider-tron part?
- Sat Nov 03, 2018 10:42 am
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 47347
Re: Friday Facts #267 - Experiments, Explosives & Extended tags
Some types of constructions would definitely benefit, have you ever tried to pave a base using robots? If a robot could pick up 5 concrete and drop it like a bucket of paint that would alleviate quite a lot of pain. Belts (and rails?) are already considered continuous entities behind the scenes, I c...
- Fri Sep 14, 2018 4:13 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 115680
Re: Friday Facts #260 - New fluid system
Fluid dynamics is crazy complicated.
As much as I would love for Factorio to become a realistic power generation simulator with pressures, heat capacities and flow rates, maybe there just isn't a way to achieve that and still have a playable game.
As much as I would love for Factorio to become a realistic power generation simulator with pressures, heat capacities and flow rates, maybe there just isn't a way to achieve that and still have a playable game.
- Sat Jun 16, 2018 6:48 am
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 141
- Views: 62273
Re: Friday Facts #247 - Pricing and its exploits
My takehome:
21 people returned Factorio?! Who are these idiots?
21 people returned Factorio?! Who are these idiots?
- Wed Apr 25, 2018 10:27 am
- Forum: Ideas and Suggestions
- Topic: Consistent, relative lane-placement by inserters
- Replies: 13
- Views: 5534
Re: Consistent, relative lane-placement by inserters
The mod in
the mod mentioned in that thread (https://mods.factorio.com/mod/Fix_Inser ... lls_Output) seems to do what I want. Can't speak for the implementation at all.Ralimist wrote:f=6&t=59806 (my thread)
- Fri Feb 16, 2018 5:23 pm
- Forum: Ideas and Suggestions
- Topic: Drop to output
- Replies: 0
- Views: 604
Drop to output
TL;DR Dropping (with 'z') items on top of assembling machines and the like should put the item in the output slot. What ? ctrl-clicking an assembler with an item in your hand tries to put it in the input slots. Dropping with 'z' should put attempt to put items in the output slot. Why ? I often end ...
- Sun Jan 14, 2018 4:52 pm
- Forum: Ideas and Suggestions
- Topic: Connecting radars to circuit and logistic networks
- Replies: 43
- Views: 19425
Re: Radars should emit signals
Agree!
Imagine a land bridge covered in rails, and a train being called whenever an enemy is close enough...
You could have
[x] read distance to spawner (select signal)
[ ] read distance to enemy (select signal)
[x] read number of spawners in range (select signal)
Imagine a land bridge covered in rails, and a train being called whenever an enemy is close enough...
You could have
[x] read distance to spawner (select signal)
[ ] read distance to enemy (select signal)
[x] read number of spawners in range (select signal)
- Thu Jun 22, 2017 7:42 pm
- Forum: General discussion
- Topic: Throughput analysis of junction designs
- Replies: 6
- Views: 4641
Re: Throughput analysis of junction designs
I heard of a guy on Reddit who failed his Master's thesis because he was playing Factorio too much to defend his dissertation. I'm glad to see someone using Factorio in his post-sec homework instead! :mrgreen: You have to pass a lot of courses to get an engineering degree, so I can't guarantee I wo...
- Thu Jun 22, 2017 7:25 pm
- Forum: General discussion
- Topic: Throughput analysis of junction designs
- Replies: 6
- Views: 4641
Re: Throughput analysis of junction designs
Honestly, I'm not sure if I even tried to see if someone had done this before me. My priority was passing the course, helping the community was secondary a bonus. The reason I went with stations like this was simplicity. Not to compare it to RoRo, but the most important part for me was that trains c...
- Wed Jun 21, 2017 12:56 pm
- Forum: General discussion
- Topic: Throughput analysis of junction designs
- Replies: 6
- Views: 4641
Throughput analysis of junction designs
I just passed a course in college level experimental design, which apparently means my report was statistically valid. Might not be a very interesting read for everyone, but someone might like it. If nothing else, it could be an inspiration for bringing Factorio into even more parts of your life. He...
- Wed Jun 07, 2017 7:14 am
- Forum: Balancing
- Topic: Inserter drop point inconsistency
- Replies: 40
- Views: 14111
Re: Inserter drop point inconsistency
This is "consistent" insofar as it doesn't care about the direction of the setup. But if you rotate only the belt in the lower left (for instance), you'll see that the inserters care about the direction of the belt, which is the problem. I'll tell you more: if you rotate an inserter 180 d...
- Tue Jun 06, 2017 10:40 am
- Forum: Balancing
- Topic: Inserter drop point inconsistency
- Replies: 40
- Views: 14111
Re: Inserter drop point inconsistency
This is "consistent" insofar as it doesn't care about the direction of the setup.
But if you rotate only the belt in the lower left (for instance), you'll see that the inserters care about the direction of the belt, which is the problem.
But if you rotate only the belt in the lower left (for instance), you'll see that the inserters care about the direction of the belt, which is the problem.
- Fri Jun 02, 2017 5:26 am
- Forum: Balancing
- Topic: Inserter drop point inconsistency
- Replies: 40
- Views: 14111
Re: Inserter drop point inconsistency
+1 to this request. After 1337 (hey, look at that) hours in-game, something like this should be intuitive.
- Fri Jun 02, 2017 5:00 am
- Forum: Ideas and Suggestions
- Topic: Consistent, relative lane-placement by inserters
- Replies: 13
- Views: 5534
Re: Consistent, relative placement by inserters
I have created a topic with similar request here https://forums.factorio.com/viewtopic.php?f=16&t=46034 Sorry, I didn't find this. It's excactly what I'm after. There's also four more cases not in the image (the belts going in the opposite direction around a corner). I can't see what you mean. ...
- Thu Jun 01, 2017 4:05 pm
- Forum: Ideas and Suggestions
- Topic: Consistent, relative lane-placement by inserters
- Replies: 13
- Views: 5534
Consistent, relative lane-placement by inserters
TL;DR Inserters care about the direction of a belt on which they try to place things. I don't think they should. Background I first reported this as a bug , because I thought it only applied to underground belts, but as it turns out, the "bug" was in fact the lack of a feature which I jus...
- Mon May 29, 2017 1:19 pm
- Forum: Not a bug
- Topic: [15.16] inserting onto underground inconsistency
- Replies: 4
- Views: 1803
Re: [15.16] inserting onto underground inconsistency
You're right, didn't even think of that.
In other words, rotating a belt 180Β° changes an item's placement on that belt differently depending on whether the inserter placing the item is in line with the belt or orthogonal to it.
In other words, rotating a belt 180Β° changes an item's placement on that belt differently depending on whether the inserter placing the item is in line with the belt or orthogonal to it.
- Mon May 29, 2017 11:31 am
- Forum: Not a bug
- Topic: [15.16] inserting onto underground inconsistency
- Replies: 4
- Views: 1803
[15.16] inserting onto underground inconsistency
This is half bug report - half feature request. When placing items on a belt by inserter, items are generally placed in the front-right corner from the inserter's view. This doesn't hold for inserting on underground belt in or against the belt direction, where it will place on the right in the belt...