Search found 539 matches

by hitzu
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 ...
by hitzu
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 ...
by hitzu
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 ...
by hitzu
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 ...
by hitzu
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 ...
by hitzu
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 ...
by hitzu
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
by hitzu
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
by hitzu
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 ...
by hitzu
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?
Screenshot_756.jpg
Screenshot_756.jpg (348.38 KiB) Viewed 10467 times
by hitzu
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.
by hitzu
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 ...
by hitzu
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 ...
by hitzu
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.
by hitzu
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.
by hitzu
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 ...
by hitzu
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.
by hitzu
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.
by hitzu
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 ...
by hitzu
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

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