Please before you leave improve combinators and quality interactions. It's the only thing that feels neglected in this expansion.
In general operating combinators without knowing the item type and or quality beforehand is between a huge pain and impossible task.
Search found 57 matches
- Fri Nov 22, 2024 7:22 pm
- Forum: News
- Topic: Friday Facts #438 - Space Age wrap up
- Replies: 108
- Views: 35821
- Fri Nov 01, 2024 4:52 pm
- Forum: Gameplay Help
- Topic: Does Fulgora contain only one vault ruin?
- Replies: 3
- Views: 2820
Does Fulgora contain only one vault ruin?
I play with friend in different forces and I mined the vault ruin first. Now I can't find another anywhere near. Would be strange to block him from most of the content because of it.
- Fri Nov 01, 2024 12:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.13 SA] "Space map" button not shown in remote view UI
- Replies: 11
- Views: 1547
Re: [2.0.13 SA] "Space map" button not shown in remote view UI
Any workaround? Seems like mine also disappeared and I can't research something again since all planets are researched.
- Sat Oct 26, 2024 5:37 am
- Forum: Resolved Problems and Bugs
- Topic: [klonan] PvP scenario crashes when starting items count set to 0
- Replies: 1
- Views: 1533
[klonan] PvP scenario crashes when starting items count set to 0
Don't know what to add really.
Didn't know I could right click to remove pistol -> set count to 0 -> started PvP -> game crashed.
Restarted with the same settings, but removed the pistol -> scenario works fine so far.
Didn't know I could right click to remove pistol -> set count to 0 -> started PvP -> game crashed.
Restarted with the same settings, but removed the pistol -> scenario works fine so far.
- Sat Jul 13, 2024 7:35 am
- Forum: News
- Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
- Replies: 119
- Views: 32281
Re: Friday Facts #419 - Display Panel & Inserter pickup fixes
I could suggest a bit more common-user friendly solution that allows placeholders.
Just make it possible to output either text or value from the network. And add the ability to merge messages instead of exiting on the first true condition. So each condition could use one of three options.
append ...
Just make it possible to output either text or value from the network. And add the ability to merge messages instead of exiting on the first true condition. So each condition could use one of three options.
append ...
- Sat Apr 20, 2024 11:17 am
- Forum: Implemented in 2.0
- Topic: Upgrade planner for no module to module
- Replies: 17
- Views: 19286
Re: Upgrade planner for no module to module
Sorry for necroposting.
I found a lot of questions regarding this, several mods to implement it, and it bothers how inconsistent it is with the rest of the game.
If not an upgrade planners - at least blueprints with modules should work the same as with every other entity. Chest, inserters ...
I found a lot of questions regarding this, several mods to implement it, and it bothers how inconsistent it is with the rest of the game.
If not an upgrade planners - at least blueprints with modules should work the same as with every other entity. Chest, inserters ...
- Sun Feb 25, 2024 8:08 am
- Forum: Ideas and Suggestions
- Topic: Maintainable/modifiable blueprints
- Replies: 3
- Views: 1070
Re: Maintainable/modifiable blueprints
I'm sure I've seen a post here asking for proper VCS for blueprints that includes stuff like this.
I'm confident VCS is an overkill for Factorio, it's almost impossible without introducing a lot of extra interface. And I'm confident devs don't like extra complexity. That is why I tried to write a ...
I'm confident VCS is an overkill for Factorio, it's almost impossible without introducing a lot of extra interface. And I'm confident devs don't like extra complexity. That is why I tried to write a ...
- Sat Feb 24, 2024 3:46 pm
- Forum: Ideas and Suggestions
- Topic: Maintainable/modifiable blueprints
- Replies: 3
- Views: 1070
Maintainable/modifiable blueprints
TL;DR / What
Say you have a nice blueprint for rails. You put it in 50 locations already and want to add some lights now. Why do it manually if you could change it in blueprint and see it instantly applied as ghosts everywhere. Same with upgrades, dismantling and redesign. There should be a mode to ...
Say you have a nice blueprint for rails. You put it in 50 locations already and want to add some lights now. Why do it manually if you could change it in blueprint and see it instantly applied as ghosts everywhere. Same with upgrades, dismantling and redesign. There should be a mode to ...
- Sun Aug 16, 2020 9:59 pm
- Forum: Ideas and Suggestions
- Topic: Multiplayer lobby GUI
- Replies: 6
- Views: 2191
Re: Multiplayer lobby GUI
I can work around lack of this GUI, but it's just weird. Take a look at any "Civilisation" game. They don't have basic multiplayer features like faction as scenarios. Nor they expect player to create scenario to play with the friend. Things I'm talking about are basic multiplayer settings.
We have ...
We have ...
- Sun Aug 16, 2020 9:26 am
- Forum: Ideas and Suggestions
- Topic: Multiplayer lobby GUI
- Replies: 6
- Views: 2191
Multiplayer lobby GUI
Right now it seems factorio is designed to play 2 types of games.
Single player, wich is awesome for the first several times, but later - became tediouse, unless you are chasing some wierd goals like huge for the sake of huge, or building x86 because you can.
Cooperative multiplayer, highly ...
Single player, wich is awesome for the first several times, but later - became tediouse, unless you are chasing some wierd goals like huge for the sake of huge, or building x86 because you can.
Cooperative multiplayer, highly ...
- Sat Mar 21, 2020 7:20 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 112818
Re: Friday Facts #339 - Beacon HR + Redesign process
This variability is the special kind of perfectionist hell. Not everywhere, but In factorio where you can have borderless fields of perfectly synchronous machines this is just painful.
- Wed Jan 15, 2020 8:40 am
- Forum: Campaign / Scenario suggestions
- Topic: Find a writer please
- Replies: 1
- Views: 2927
Find a writer please
With all do respect, guys, you make probably the best game for decades, but you are not writers. Campaign should contain story, it's shouldn't be only about "how to teach someone play factorio" or "how to force player to solve some challenges" It should contain all of this, but it should be more ...
- Wed Jan 15, 2020 8:12 am
- Forum: Campaign / Scenario suggestions
- Topic: Don't make red science first step.
- Replies: 0
- Views: 2349
Don't make red science first step.
This expanding base from FFF is nice, but first step is not red/green if we are talking about new players. Not even close. Right now it seems people who design campain played for way too long. Yes every veteran could and would hancraft to automation tech, because it's doable and fast, but it's not ...
- Wed Jan 15, 2020 7:24 am
- Forum: Campaign / Scenario suggestions
- Topic: Make previous parts of the campaign insignificant.
- Replies: 0
- Views: 1798
Make previous parts of the campaign insignificant.
I mean, you guys already solved the problem one time in old campaign. Let the player build small base, then expand the map to the bigger objectives, and let him keep the old base as suplimentary. Just like in real game.
If campaign is partly tutorial - player have to rebuild bases, because first ...
If campaign is partly tutorial - player have to rebuild bases, because first ...
- Wed Nov 13, 2019 11:47 am
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 94934
Re: Friday Facts #320 - Color correction
It's interesting, that's quite a lot of people with 1 post only accounts in this friday facts thread. Not sure it's only this time, or it's always happen with FF.
It's frequent. Not for all FFFs, but it's almost systematic on significant changes.
Funny that simple color change became ...
- Wed Nov 13, 2019 9:54 am
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 94934
Re: Friday Facts #320 - Color correction
It's interesting, that's quite a lot of people with 1 post only accounts in this friday facts thread. Not sure it's only this time, or it's always happen with FF. But if your changes force significant part of silent readers (like me) to answer - it should probably draw attention.
This theme is too ...
This theme is too ...
- Tue Feb 26, 2019 5:03 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 188165
Re: Friday Facts #283 - Prepare to Launch
The rocket in "factorio" is not very streamlined. It seems planet have very low gravity, so you don't need staging. It also explains efficiency of the flying robots.
- Mon Feb 25, 2019 11:00 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 188165
Re: Friday Facts #283 - Prepare to Launch
It's quite strange to say: "Oh, be patient, please, what's wrong with you?" right after "Hey, I'll show you this new version you waited for a year... soon"
Really, why people became so inpatient?
Really, why people became so inpatient?
- Sat Sep 15, 2018 7:42 am
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 148559
Re: Friday Facts #260 - New fluid system
...
The tricky bit is the electric pumps. At a bare minimum, you want them to conduct only in one direction (basically, making them a diode). Unfortunately, this introduces non-linearity into your system: the Ohm's law doesn't work for diodes, and so you can't use a time-proven sparse linear ...
- Fri Aug 31, 2018 3:06 pm
- Forum: News
- Topic: Friday Facts #258 - New autoplace
- Replies: 145
- Views: 74883
Re: Friday Facts #258 - New autoplace
What about starting areas for multiplayer? It seems it'll be even harder to generate balanced start for 2 players.