Search found 286 matches
- Wed Oct 31, 2018 11:01 am
- Forum: Ideas and Suggestions
- Topic: make hand-crafting only possible when stationary
- Replies: 20
- Views: 6589
Re: make hand-crafting only possible when stationary
Handcrafting is faster per item, but since you usually have to craft intermediate items yourself first as well, it doesn't feel so fast.
- Fri Oct 05, 2018 6:09 pm
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 40403
Re: Friday Facts #263 - Trains in blueprints
You have bug... cargo wagons + locomotive are in components list even though trains is unchecked:
![Image](https://eu3.factorio.com/assets/img/blog/fff-263-train-blueprint-without-train.png)
![Image](https://eu3.factorio.com/assets/img/blog/fff-263-train-blueprint-without-train.png)
- Fri Sep 21, 2018 1:19 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Satellites not in consumption graph
- Replies: 1
- Views: 3083
[0.16.51] Satellites not in consumption graph
Satellites don't show up in the consumption graph/table. Would be useful to see how fast you're launching rockets.
- Sun Sep 16, 2018 10:12 pm
- Forum: Ideas and Suggestions
- Topic: make hand-crafting only possible when stationary
- Replies: 20
- Views: 6589
Re: make hand-crafting only possible when stationary
I think you're making a false a dichotomy. The current system is basic, but does the job quite well (compare with Minecraft for example), with some obvious drawbacks. We don't have to go toward either extreme. Leave it as it is, or even improve it. Just don't punish the player for having to handcraf...
- Sun Sep 16, 2018 1:49 pm
- Forum: Ideas and Suggestions
- Topic: "Each" Signal Choice as Stack Size Control Signal
- Replies: 22
- Views: 8319
Re: "Each" Signal Choice as Stack Size Control Signal
This or a way to set signal priority on the inserter and a combinator to select signals by MAX/MIN is needed! Thank you.
- Sun Sep 16, 2018 1:40 pm
- Forum: Ideas and Suggestions
- Topic: Show arrow on train to know on which side im turning
- Replies: 4
- Views: 1940
Re: Show arrow on train to know on which side im turning
Relevant FFF#212 : We also want to add a neat tool for advanced players. Control-clicking on any point on the locomotive's map (or any station) will add a 'Temporary stop' to it's schedule. The train will try to go as close as it can to that point, wait a few seconds and finally automatically remove...
- Sun Sep 16, 2018 1:24 pm
- Forum: Ideas and Suggestions
- Topic: Placing blueprints inside deconstruction planner
- Replies: 0
- Views: 635
Placing blueprints inside deconstruction planner
It would be cool if you could place blueprints inside the decosntruction planner's grid and it would filter only for entities that match a blueprint layout completely.
- Sun Sep 16, 2018 1:21 pm
- Forum: Ideas and Suggestions
- Topic: make hand-crafting only possible when stationary
- Replies: 20
- Views: 6589
Re: make hand-crafting only possible when stationary
Is this a sarcasm thread? This is the worst suggestion I've come across. I'd much rather have the ability to move while crafting than the ability to prepend the queue (not that they're mutually exclusive). The time it takes and the linearity of handcrafting is enough of a penalty. Being able to carr...
- Sat Sep 15, 2018 7:03 pm
- Forum: Ideas and Suggestions
- Topic: Mining drills overlapping uranium and metal/stone/coal
- Replies: 1
- Views: 852
Mining drills overlapping uranium and metal/stone/coal
Allow mining drills overlapping uranium and iron/copper/stone/coal to mine without sulfuric acid. They would simply ignore the uranium.
- Mon Sep 03, 2018 1:25 am
- Forum: Ideas and Suggestions
- Topic: Nuclear fuel productivity
- Replies: 1
- Views: 1566
Nuclear fuel productivity
Productivity modules work on intermediate products. Nuclear fuel is listed in the intermediate products category. Productivity works for coal mining, solid fuel & rocket fuel production. Nuclear fuel is no less an intermediate item than the other types of fuel. There's no reason to disallow it....
- Mon Sep 03, 2018 1:12 am
- Forum: Not a bug
- Topic: [0.16.16] Productivity modules, Nuclear fuel
- Replies: 4
- Views: 2444
Re: [0.16.16] Productivity modules, Nuclear fuel
Why is it not an intermediate product?
Productivity modules are allowed for coal, solid fuel, and rocket fuel. So why not for nuclear fuel?
It's inconsistent.
Productivity modules are allowed for coal, solid fuel, and rocket fuel. So why not for nuclear fuel?
It's inconsistent.
- Fri Aug 31, 2018 10:12 am
- Forum: Not a bug
- Topic: Artillery Strike Unlocks Golem Achievement
- Replies: 11
- Views: 5171
Re: Artillery Strike Unlocks Golem Achievement
I can confirm:
The Golem achievement says: Survive a hit of 500 damage or more.
I shot an artillery shell at my friend when he accidentally took his power armor off and he died but still unlocked the achievement.
The Golem achievement says: Survive a hit of 500 damage or more.
I shot an artillery shell at my friend when he accidentally took his power armor off and he died but still unlocked the achievement.
- Fri Aug 31, 2018 10:09 am
- Forum: Duplicates
- Topic: [0.16.51] Golem achievement
- Replies: 1
- Views: 1166
[0.16.51] Golem achievement
The Golem achievement says: Survive a hit of 500 damage or more.
I shot an artillery shell at my friend when he accidentally took his power armor off and he died but still unlocked the achievement.
I shot an artillery shell at my friend when he accidentally took his power armor off and he died but still unlocked the achievement.
- Mon Mar 12, 2018 1:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.16.28] Line breaks in server description wipes settings
- Replies: 1
- Views: 2209
[Dominik][0.16.28] Line breaks in server description wipes settings
If I write a multi-line server description then all of my settings (key binds, sound, interface, etc) are reset to the defaults the next time I launch Factorio.
- Mon Mar 05, 2018 2:08 pm
- Forum: Ideas and Suggestions
- Topic: Grabbing fuel from burner inserters
- Replies: 3
- Views: 1228
Re: Grabbing fuel from burner inserters
I tried modding this but it seems that this behavior is exclusive to boilers and burner mining drills.
- Sun Feb 25, 2018 9:54 pm
- Forum: Not a bug
- Topic: [0.16.25] Alt toggle with blueprint preview and map open
- Replies: 1
- Views: 813
[0.16.25] Alt toggle with blueprint preview and map open
Pressing alt to toggle the recipe overlay doesn't work while viewing blueprint previews if the map is open.
- Fri Feb 23, 2018 3:21 pm
- Forum: Ideas and Suggestions
- Topic: Map tag GUI consistency
- Replies: 0
- Views: 698
Map tag GUI consistency
It's funny how often I click buttons without actually reading them. Most of the time it's fine, but the map tag GUI punishes me for it, because the bottom-right-most button is "delete". It's inconsistent, because in almost all other GUIs that position is for "do nothing" (usually...
- Fri Feb 23, 2018 3:03 pm
- Forum: Maps and Scenarios
- Topic: Multiplayer Individual Starting Spawns Scenario (0.17 Update)
- Replies: 31
- Views: 29769
Re: Multiplayer Individual Starting Spawns Scenario
Is there an option to generate ores and trees in a more natural, semi-random style?
- Fri Feb 23, 2018 12:07 am
- Forum: Desyncs with mods
- Topic: [0.16.25] Desync joining someone in Oarc scenario
- Replies: 0
- Views: 1064
[0.16.25] Desync joining someone in Oarc scenario
I joined an Oarc server (no mods) and clicked to join the host's spawn, then desynced.
I was able to reconnect and play.
I was able to reconnect and play.
- Thu Feb 22, 2018 3:05 pm
- Forum: Ideas and Suggestions
- Topic: Increase blueprint label length limit from 45 to 100
- Replies: 3
- Views: 1343
Increase blueprint label length limit from 45 to 100
The new text limit is too prohibitive. I like to add some comments or tips to blueprint names, like expected inputs, output rate, potential flaws/warnings, combinator settings help, credit to people, and other tags to for filtering the blueprint library. Before 0.16 I even had a few empty blueprints...