Search found 18 matches
- Sat Jun 01, 2019 2:17 am
- Forum: Ideas and Suggestions
- Topic: Default Train waiting condition for the new temporary Station
- Replies: 26
- Views: 6750
Re: Default Train waiting condition for the new temporary Station
Came to suggest this. I'd love to be able to have a UI that mimics the train schedule and be able to set a normal group of conditions that would always apply by default. I like the combination of wait until: * 30 seconds have passed * Passenger present This gives me time to exit the train and it'll ...
- Wed May 01, 2019 3:31 am
- Forum: Ideas and Suggestions
- Topic: Show Logistic/Circuit conditions in tooltips.
- Replies: 11
- Views: 3281
Show Logistic/Circuit conditions in tooltips.
TL;DR The tooltip below the minimap should display circuit or logistics conditions when you hover over a connected entity. What ? Seems like this information is readily available if you click the item (say an inserter) to pull up the properties. Why not save us a click and have it shown in the tool...
- Sun Mar 17, 2019 12:51 am
- Forum: Ideas and Suggestions
- Topic: Include Cliff's in Deconstructor Trees/stone only
- Replies: 2
- Views: 1185
- Fri Sep 28, 2018 5:18 pm
- Forum: Modding discussion
- Topic: 0.17 Unit & AI additions
- Replies: 36
- Views: 17658
Re: 0.17 Unit & AI additions
I'm not a modder, please excuse my naivety. Would it be possible to use this new path finding for vehicles? Would "units" need to have a flag to allow them to be entered by forces? Could this open up the possibility for some gruesome creature spewing creatures?
- Tue Feb 27, 2018 9:07 pm
- Forum: Ideas and Suggestions
- Topic: Manually create module requests on existing machines
- Replies: 9
- Views: 5504
Re: Module Ghosts in Assembling machines.
read "New toolbar proposal" I only see talk about ways to place ghosts without actually having the item, but I don't see any mention of ghosting modules to existing assemblers. Searching for module comes up empty for me. That's what I was thinking when I read impetus maximus's reply as we...
- Sat Jan 27, 2018 6:12 pm
- Forum: Ideas and Suggestions
- Topic: Manually create module requests on existing machines
- Replies: 9
- Views: 5504
Module Ghosts in Assembling machines.
TL;DR We should be able to manually assign modules to assembly machines as ghosts without needing blueprints. Placing ghosts of modules shouldn't be restricted to blueprints. If we were able to [middle +, shift+, regular?] click on the module slot and select an appropriate module, (based on the cur...
- Fri Jan 05, 2018 11:03 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346005
Re: Friday Facts #224 - Bots versus belts
...if they are a good addition in terms of gamedesign, which they are most likely not. They're a great feature, I wouldn't have made it past the demo if not for the lure of being able to try them out. The reason I say they're great is they open up the option for players to play alternative ways; th...
- Fri Jan 05, 2018 10:39 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346005
Re: Friday Facts #224 - Bots versus belts
The big issue between bots and belts can be summed up in 3 words: Throughput. Throughput. Throughput. Bots can move the items. Belts can't. That alone is enough to put belts in the grave. Bots win hands down when it comes to the difficulty of setting up high throughput networks. When a belt network...
- Fri Jan 05, 2018 9:50 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346005
Re: Container belts
...but my favorite is a 'container belt' that carries small (maybe single-stack) containers that are either filterable and/or have an ID that can be read by inserters (similar to trains). That could help bridge the gap between belts (because they would be small and slow) and trains (it would allow ...
- Fri Jan 05, 2018 9:26 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346005
Re: Friday Facts #224 - Bots versus belts
there would need to be a splitter for going up and down on a layer of belts, and the top belts could easily drop onto a belt below and merge or overflow with that belt. timing the merge would be the tricky part. This totally makes me think of the path building system in Roller Coaster Tycoon, you c...
- Fri Jan 05, 2018 9:22 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346005
Re: Friday Facts #224 - Bots versus belts
What if bots were able to transport some items but not all? So you could update your lategame factory to move all your ores around with bots, but you'd still need belts for intermediates and science packs. Or unlockable research for each item or class of item adding greater cost to the logistics sy...
- Fri Jan 05, 2018 8:33 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 346005
Re: Friday Facts #224 - Bots versus belts
I therefore suggest the real issue here is free infinite power through solar, that allows one-time cost to mitigate a whole aspect of Factorio gameplay. So all logistic bots need to be converted to either burner logistic bots or fuel cell logistics bots? Sounds good to me. Edit: Roboports for logis...
- Thu Dec 21, 2017 10:00 am
- Forum: Duplicates
- Topic: [16.6] Rocks on water
- Replies: 1
- Views: 1058
[16.6] Rocks on water
While this looks sorta cool, I don't think it was intended.
- Mon Dec 18, 2017 2:30 am
- Forum: Duplicates
- Topic: Multiplayer game on LAN server
- Replies: 1
- Views: 1003
Multiplayer game on LAN server
I was playing on my server and removed a small power pole, the game crashed. It also crashed on the server itself. I've attached the logs/dumps from both my client and the server as well as the save game file from the server. I was the only one playing at the time. EdIt: I'm running Windows 10, serv...
- Fri May 26, 2017 4:45 pm
- Forum: Ideas and Suggestions
- Topic: Server autosave on last player disconnect
- Replies: 0
- Views: 798
Server autosave on last player disconnect
TL;DR Server should have an option to automatically save the game file after the last player disconnects. What ? It can be hours before anyone returns to an empty server, during that time any number of things could happen causing the game state to be lost if the server isn't shut down correctly. Ha...
- Sat Mar 04, 2017 12:28 am
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 67139
Re: Friday Facts #180 - Map interaction
Fantastic job on this overhaul, I'm really looking forward to having it in game. I would like to suggest a Map View Mode where you can see the separated signal blocks of a train network with the corresponding colour indicating its status. I second this. I've had times where a signal got removed or n...
- Fri Dec 30, 2016 5:33 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 571
- Views: 293537
Re: Thank you (Make the dev-team happy today!)
Thanks for a great game, I just got Smoke me a kipper, I'll be back for breakfast, Raining Bullets and Lazy Bastard together for my first win. Totally worth the price of admission.
- Fri Dec 30, 2016 1:15 am
- Forum: News
- Topic: Friday Facts #170 - Blueprint library GUI design and redesign
- Replies: 70
- Views: 35356
Re: Friday Facts #170 - Blueprint library GUI design and redesign
Welcome Norbert! Glad to hear the UI will be receiving some love. My desires on the blueprint window topic: - Organizable by the user, this structure should be modelled after the file system and really should be reflected in the files themselves. Backing it up manually and navigating it outside of F...