Search found 293 matches

by netmand
Wed Jan 19, 2022 7:12 pm
Forum: Bug Reports
Topic: [1.1.50] Upgradeing electric poles makes new connections
Replies: 4
Views: 223

Re: [1.1.50] Upgradeing electric poles makes new connections

Yeah and there's no example previously stated here from what I've seen: where you are connecting Big electric poles and are sometimes failing to make the intended long connections because there are too many other connections available nearby. Auto-connecting power wires has been a necessary evil tha...
by netmand
Wed Jan 19, 2022 5:30 pm
Forum: Implemented Suggestions
Topic: Can you add a clock to the game?
Replies: 42
Views: 1233

Re: Can you add a clock to the game?

posila wrote:
Tue Jan 18, 2022 9:06 am
ok, done
The little joys this game brings to my tiny existence. Thanks!
by netmand
Wed Jan 19, 2022 5:21 pm
Forum: General discussion
Topic: Peak Factorio 17.79 and the hot mess of .18 and 1.0/1.1
Replies: 21
Views: 1016

Re: Peak Factorio 17.79 and the hot mess of .18 and 1.0/1.1

This game did have a polished and finished feel in beta, but changes in beta are likely to happen. The changes that were made were acceptable in my opinion. The original post is just some rant about an aspect of the game that becomes irrelevant after the game progresses into mid-game where we are st...
by netmand
Thu Nov 04, 2021 7:36 pm
Forum: Ideas and Suggestions
Topic: Restricted Storage Interaction
Replies: 46
Views: 2319

Re: Restricted Storage Interaction

It says "[...] cannot be filled by machines". That excludes the engineer. So hand filling is by design OK, hence not a bug. ah so, then since it cannot be filled by the engineer (via shift-click) then wouldn't that be a bug? If we all don't want to classify this so severely, At least it s...
by netmand
Thu Nov 04, 2021 5:37 pm
Forum: Ideas and Suggestions
Topic: Restricted Storage Interaction
Replies: 46
Views: 2319

Re: Restricted Storage Interaction

The fact that a player can manually place items in the limit area seems to be a bug to me more than a feature, so short-cuts such as shift-click in this respect are working as intended as far as I can see.
by netmand
Fri Oct 08, 2021 7:53 pm
Forum: Ideas and Suggestions
Topic: Add double headed train stops
Replies: 29
Views: 1340

Re: Add double headed train stops

The problem is that I want [...] a double headed station. [...] Factorio has no concept of a station being made up of multiple stops [...]. clippy clippy, sorry for the snips but making a point in your own words. ..and there's no such thing as a double-headed station hence the suggestion that one i...
by netmand
Fri Oct 08, 2021 5:31 pm
Forum: Ideas and Suggestions
Topic: Add double headed train stops
Replies: 29
Views: 1340

Re: Add double headed train stops

This can't be done with 2 separate train stops on opposite sides of the track as the decision must be atomic or trains stutter and can eventually block traffic. This is not solely a problem about multiple train stops. This is the challenge of double-headed trains in general. The real problem is tha...
by netmand
Fri Oct 08, 2021 2:57 pm
Forum: Ideas and Suggestions
Topic: Add double headed train stops
Replies: 29
Views: 1340

Re: Add double headed train stops

This looks like a bi-directional stop to me. From my perspective it would be a challenge to use because the load/unload area would be obfuscated: I would need to replicate the loading or unloading devices on both sides. Also, I believe a waypoint would be best served from a single-direction station....
by netmand
Fri Sep 24, 2021 4:24 pm
Forum: Balancing
Topic: Portable Fusion Reactor visual appearance in relation of visual totality of game
Replies: 23
Views: 3540

Re: Portable Fusion Reactor visual appearance in relation of visual totality of game

1.Your Thoughts ? Although I have doubts that this is an issue I do believe that this topic deserves discussion. Visual congruity is important but only in a broad sense. The fish has no visual style and the assembly machines have a style that to me is uniquely Factorio. To me there's no "retro...
by netmand
Thu Sep 23, 2021 2:38 pm
Forum: General discussion
Topic: Why aren't there defense bots?
Replies: 14
Views: 1431

Re: Why aren't there defense bots?

would it be enough to uncork the time limit on combat bots?
by netmand
Tue Sep 21, 2021 2:29 pm
Forum: General discussion
Topic: Using the graphics card to help the CPU out…
Replies: 40
Views: 3700

Re: Using the graphics card to help the CPU out…

There's plenty of discussion out there regarding this if you relate GPU to cores i.e. mutli-threading Factorio...
by netmand
Wed Sep 08, 2021 9:03 pm
Forum: Ideas and Suggestions
Topic: Can we please make constructions bots avoid fire?
Replies: 67
Views: 3927

Re: Can we please make constructions bots avoid fire?

Can we please make constructions bots avoid fire danger? Although fire is one of the ways this problem is demonstrated, I have more problems with bots running into biters. They should be able to see danger then just run back like it needs a recharge... or maybe if its actively taking damage to run b...
by netmand
Wed Sep 08, 2021 8:39 pm
Forum: Outdated/Not implemented
Topic: mute the game while alt-tabbed
Replies: 98
Views: 21147

Re: mute the game while alt-tabbed

I find it funny that some of you are so bent on wanting them to implement a "feature" that would increase the "user experience" of not playing the game.
by netmand
Thu Aug 26, 2021 3:10 pm
Forum: Ideas and Suggestions
Topic: Missing in game
Replies: 10
Views: 678

Re: Missing in game

I'm not sure how making water or making a moat would manifest from a recipe; but if it could be creatively implemented I'm for it. Surrounding a factory, outpost or what have you may seem overpowered but really it is just the same as setting biters to peaceful as far as I'm concerned. Being able to ...
by netmand
Wed Aug 25, 2021 3:35 pm
Forum: Ideas and Suggestions
Topic: Do not pause game when looking at research in single player
Replies: 55
Views: 13328

Re: Do not pause game when looking at research in single player

Because pausing the game wastes my time that the factory could spend on producing things. There's no benefit to stopping the entire factory. Especially with new/modded content I would like to take my time deciding how to fill the queue and checking out what recipes are coming up and where they are....
by netmand
Wed Aug 25, 2021 2:30 pm
Forum: Ideas and Suggestions
Topic: Do not pause game when looking at research in single player
Replies: 55
Views: 13328

Re: Do not pause game when looking at research in single player

It's a bit weird that this is even a thing. I'm against it, but can be ok with it if it becomes an option and defaults to the original behavior. Arguably making this sort of option accessible to modding might make sense in the spirit of modding the game if not already there. Pausing the game during ...
by netmand
Wed Aug 11, 2021 3:43 pm
Forum: Ideas and Suggestions
Topic: Sorting savegames: by date / world
Replies: 45
Views: 5213

Re: Load Game - sort by date

To extend this a little bit; I have the same desire to be able to find various saves for various reasons. It would be nice to be able to sort saved games by certain aspects of the game such as time played, tech progression, map configuration, etc. a sort of advanced find... I digress. Starting with ...
by netmand
Mon Aug 09, 2021 8:09 pm
Forum: Ideas and Suggestions
Topic: Change recipe from map view?
Replies: 2
Views: 362

Re: Change recipe from map view?

Although I am a proponent of this idea, it may be misused as a hack to gain the leftover items you get when changing recipes... unless they are programmed to drop on the ground around the machine perhaps?
by netmand
Tue Aug 03, 2021 8:08 pm
Forum: Ideas and Suggestions
Topic: Oil refinery should only show the pipes used in the chosen recipe
Replies: 8
Views: 812

Re: Oil refinery should only show the pipes used in the chosen recipe

sure why not. the pipe in the assembler only appears when the recipe calls for it.

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