Search found 539 matches
- Mon Nov 11, 2024 9:13 am
- Forum: Ideas and Suggestions
- Topic: Add Enable/Disable switch to roboports
- Replies: 3
- Views: 595
Re: Add Enable/Disable switch to roboports
I think the only other things that can't be controlled by circuit are splitters and underground belts
Thrusters and recyclers off the top of my head.
Radars, furnaces, reactors, steam engines, heating towers, heat exchangers, lightning rods/collectors, solar panels, and accumulators—many ...
- Sun Nov 10, 2024 4:30 pm
- Forum: Ideas and Suggestions
- Topic: New "total ingredients" mode for selector combinator
- Replies: 3
- Views: 835
Re: New "total ingredients" mode for selector combinator
I was just about to suggest the same thing! It’s frustrating that to create an automated setup based on available ingredients, we have to add dummy machines which work is only to list out the ingredients for each possible recipe first. Only then can we compare it with storage to decide what to craft ...
- Wed Nov 06, 2024 9:44 pm
- Forum: Ideas and Suggestions
- Topic: Please, PLEASE make circuit connection behavior configurable per wire
- Replies: 51
- Views: 4793
Re: Please, PLEASE make circuit connection behavior configurable per wire
From https://forums.factorio.com/viewtopic.php?p=632506#p632506:
Good news
I hope this gets implemented. This was my biggest gripes (Besides spoilage level not being able to be read on circuit networks)
There's a lot more to improve in circuit network: many machines can't be toggled ...
- Wed Nov 06, 2024 12:01 pm
- Forum: Ideas and Suggestions
- Topic: Add Enable/Disable switch to roboports
- Replies: 3
- Views: 595
Add Enable/Disable switch to roboports
TL;DR
Add a circuit control to turn roboports on or off instantly, so players can control logistic networks.
What?
Add a circuit-controlled switch to roboports, allowing players to instantly turn them on or off without waiting for the internal roboport battery to drain. This would make it ...
Add a circuit control to turn roboports on or off instantly, so players can control logistic networks.
What?
Add a circuit-controlled switch to roboports, allowing players to instantly turn them on or off without waiting for the internal roboport battery to drain. This would make it ...
- Wed Nov 06, 2024 10:40 am
- Forum: Ideas and Suggestions
- Topic: Please, PLEASE make circuit connection behavior configurable per wire
- Replies: 51
- Views: 4793
Re: Please, PLEASE make circuit connection behavior configurable per wire
From https://forums.factorio.com/viewtopic.php?p=632506#p632506:
We have an internal proposal to make it configurable almost everywhere from/to which wire you read/write. So you could output to red and read from green for example.
But this is not a trivial change, and because of all the other ...
- Tue Nov 05, 2024 9:36 am
- Forum: Ideas and Suggestions
- Topic: Let us connect wires directly to space platform
- Replies: 0
- Views: 1407
Let us connect wires directly to space platform
TL;DR
Let us connect wires directly to space platform foundations to make extend wiring
What?
I think it would be great if we could connect red and green wires straight to the space platform foundation. This would let us create longer wire connections without needing workaround intermediate ...
Let us connect wires directly to space platform foundations to make extend wiring
What?
I think it would be great if we could connect red and green wires straight to the space platform foundation. This would let us create longer wire connections without needing workaround intermediate ...
- Tue Nov 05, 2024 8:46 am
- Forum: Ideas and Suggestions
- Topic: Show Fulgora Lightning Rod coverage in map view
- Replies: 15
- Views: 1762
Re: Show Fulgora Lightning Rod coverage in map view
I was surprised this is not a feature yet
- Sat Nov 02, 2024 2:57 pm
- Forum: Ideas and Suggestions
- Topic: [0.13] Roboport option to output construction needs
- Replies: 14
- Views: 7838
Re: [0.13] Roboport option to output construction needs
Any updates on this? With the introduction of different planets, this feature is essential to connecting disconnected construction networks
- Sat Oct 26, 2024 2:58 pm
- Forum: Ideas and Suggestions
- Topic: Space feels disorienting [Suggestion]
- Replies: 0
- Views: 138
Space feels disorienting [Suggestion]
Hello fellow engineers,
First off, a big thank you to the developers for delivering such a fantastic DLC. It’s been an exciting addition to the Factorio experience!
While exploring space, I noticed that the background visuals — mainly stars and asteroids — can feel a bit disorienting. There’s also ...
First off, a big thank you to the developers for delivering such a fantastic DLC. It’s been an exciting addition to the Factorio experience!
While exploring space, I noticed that the background visuals — mainly stars and asteroids — can feel a bit disorienting. There’s also ...
- Sun Jan 12, 2020 2:59 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 10K Monolithic Train Base with extra pictures.
- Replies: 25
- Views: 14290
Re: 10K Monolithic Train Base with extra pictures.
What does this thing do?
- Sat Jan 11, 2020 10:48 pm
- Forum: Ideas and Requests For Mods
- Topic: Trains teleport between surfaces
- Replies: 4
- Views: 2279
Re: Trains teleport between surfaces
Have a look at this mod
https://mods.factorio.com/mod/traintunnels
And as far as I know, the Redmew community uses a modified version of this mod in their servers. Try to ask them.
https://mods.factorio.com/mod/traintunnels
And as far as I know, the Redmew community uses a modified version of this mod in their servers. Try to ask them.
- Sun Mar 31, 2019 7:32 pm
- Forum: News
- Topic: Friday Facts #288 - New remnants, More bugs
- Replies: 60
- Views: 32166
Re: Friday Facts #288 - New remnants, More bugs
IMHO it's the latin text in 0.17 that is too small :
https://forums.factorio.com/viewtopic.php?f=49&t=67528 (already fixed ?)
https://forums.factorio.com/viewtopic.php?p=402429#p402429
(And I'm not even using a laptop !)
Devs just use different fonts. They could've used just one from the ...
- Sat Mar 30, 2019 10:26 am
- Forum: News
- Topic: Friday Facts #288 - New remnants, More bugs
- Replies: 60
- Views: 32166
Re: Friday Facts #288 - New remnants, More bugs
IMHO it's the latin text in 0.17 that is too small :
https://forums.factorio.com/viewtopic.php?f=49&t=67528 (already fixed ?)
https://forums.factorio.com/viewtopic.php?p=402429#p402429
(And I'm not even using a laptop !)
Devs just use different fonts. They could've used just one from the ...
- Sat Mar 30, 2019 9:05 am
- Forum: News
- Topic: Friday Facts #288 - New remnants, More bugs
- Replies: 60
- Views: 32166
Re: Friday Facts #288 - New remnants, More bugs
And the Russian translation is still suffering. With the UI the Cyrillic font is now twice the size of the default Latin one. Previously with the wider font only long words did not fit, now everything.
- Tue Mar 05, 2019 1:40 am
- Forum: Gameplay Help
- Topic: Good solution for biters attacking power poles along railway?
- Replies: 14
- Views: 5119
Re: Good solution for biters attacking power poles along railway?
If you're not against mods then try Rampant. It will change biters behavior (harder than vanilla) and has options to make some objects like rails and large power poles indestructible and therefore not targetable by the AI.
- Wed Feb 27, 2019 12:50 am
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 259829
Re: Version 0.17.0
Ragequitted the tutorial after my first base was destroyed by a scripted wave and I had nothing in my inventory but what was listed in the mission requirements and a handful of basic ingredients :evil: I don't want to rebuild the base in the most tedious part of the game! It's not fun :evil: :evil ...
- Fri Aug 03, 2018 5:46 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 97545
Re: Friday Facts #254 - No research queue for you
Unpopular opinion: research queue is not needed. If something should be automated it's conquering space.
- Fri Jul 27, 2018 5:15 pm
- Forum: News
- Topic: Friday Facts #253 - Fans & Fun
- Replies: 74
- Views: 37351
Re: Friday Facts #253 - Fans & Fun
So with new walls, turrets are just begging to be put on top of the walls as a strong foundation for them.
- Sun Apr 15, 2018 4:18 pm
- Forum: Ideas and Suggestions
- Topic: Regarding the font
- Replies: 1
- Views: 1666
Regarding the font
TL;DR
Change the font with the support of non-Latin based languages.
What ?
So in the light of current events of the GUI redesign, I want to propose you to think about changing the default font in the game. Titillium, the font you use, is a great font made by Google, but its support of ...
Change the font with the support of non-Latin based languages.
What ?
So in the light of current events of the GUI redesign, I want to propose you to think about changing the default font in the game. Titillium, the font you use, is a great font made by Google, but its support of ...
- Sat Apr 14, 2018 11:04 am
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 64963
Re: Friday Facts #238 - The GUI update (Part II)
My suggestion where to put action buttons.
![Image](https://forums.factorio.com/images/ext/642641332b034af9af96dbf523d601f4.png)
![Image](https://forums.factorio.com/images/ext/642641332b034af9af96dbf523d601f4.png)