Search found 106 matches

by SupplyDepoo
Wed Oct 31, 2018 11:01 am
Forum: Ideas and Suggestions
Topic: make hand-crafting only possible when stationary
Replies: 17
Views: 1259

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.
by SupplyDepoo
Fri Oct 05, 2018 6:09 pm
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 7086

Re: Friday Facts #263 - Trains in blueprints

You have bug... cargo wagons + locomotive are in components list even though trains is unchecked:

Image
by SupplyDepoo
Fri Sep 21, 2018 1:19 am
Forum: Resolved for 0.17
Topic: [0.16.51] Satellites not in consumption graph
Replies: 1
Views: 169

[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.
by SupplyDepoo
Sun Sep 16, 2018 10:12 pm
Forum: Ideas and Suggestions
Topic: make hand-crafting only possible when stationary
Replies: 17
Views: 1259

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...
by SupplyDepoo
Sun Sep 16, 2018 1:49 pm
Forum: Ideas and Suggestions
Topic: "Each" Signal Choice as Stack Size Control Signal
Replies: 1
Views: 181

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.
by SupplyDepoo
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: 273

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...
by SupplyDepoo
Sun Sep 16, 2018 1:24 pm
Forum: Ideas and Suggestions
Topic: Placing blueprints inside deconstruction planner
Replies: 0
Views: 104

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.
by SupplyDepoo
Sun Sep 16, 2018 1:21 pm
Forum: Ideas and Suggestions
Topic: make hand-crafting only possible when stationary
Replies: 17
Views: 1259

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...
by SupplyDepoo
Sat Sep 15, 2018 7:03 pm
Forum: Ideas and Suggestions
Topic: Mining drills overlapping uranium and metal/stone/coal
Replies: 1
Views: 118

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.
by SupplyDepoo
Mon Sep 03, 2018 1:25 am
Forum: Ideas and Suggestions
Topic: Nuclear fuel productivity
Replies: 1
Views: 236

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. It'...
by SupplyDepoo
Mon Sep 03, 2018 1:12 am
Forum: Not a bug
Topic: [0.16.16] Productivity modules, Nuclear fuel
Replies: 4
Views: 501

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.
by SupplyDepoo
Fri Aug 31, 2018 10:12 am
Forum: Bug Reports
Topic: Artillery Strike Unlocks Golem Achievement
Replies: 2
Views: 459

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.
by SupplyDepoo
Fri Aug 31, 2018 10:09 am
Forum: Duplicates
Topic: [0.16.51] Golem achievement
Replies: 1
Views: 123

[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.
by SupplyDepoo
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: 546

[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.
by SupplyDepoo
Mon Mar 05, 2018 2:08 pm
Forum: Ideas and Suggestions
Topic: Grabbing fuel from burner inserters
Replies: 3
Views: 238

Re: Grabbing fuel from burner inserters

I tried modding this but it seems that this behavior is exclusive to boilers and burner mining drills.
by SupplyDepoo
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: 147

[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.
by SupplyDepoo
Fri Feb 23, 2018 3:21 pm
Forum: Ideas and Suggestions
Topic: Map tag GUI consistency
Replies: 0
Views: 101

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 "back" or "close")....
by SupplyDepoo
Fri Feb 23, 2018 3:03 pm
Forum: Maps and Scenarios
Topic: Multiplayer Individual Starting Spawns Scenario
Replies: 22
Views: 9651

Re: Multiplayer Individual Starting Spawns Scenario

Is there an option to generate ores and trees in a more natural, semi-random style?
by SupplyDepoo
Fri Feb 23, 2018 12:07 am
Forum: Desyncs with mods
Topic: [0.16.25] Desync joining someone in Oarc scenario
Replies: 0
Views: 155

[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.
by SupplyDepoo
Thu Feb 22, 2018 3:05 pm
Forum: Ideas and Suggestions
Topic: Increase blueprint label length limit from 45 to 100
Replies: 3
Views: 216

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...

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