Search found 229 matches

by Factoruser
Sat Mar 29, 2025 12:30 pm
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 8
Views: 532

Re: Change huge asteroid explosive resistance to 100%

Er... You can specify targets for turrets, and that's sensible because you won't shoot at every asteroid with railguns, or waste missiles on huge chunks...
by Factoruser
Sun Mar 16, 2025 12:35 pm
Forum: Ideas and Suggestions
Topic: Nokill Gleba
Replies: 3
Views: 267

Re: Nokill Gleba


Id like to be able to play on Gleba without stealing eggs and also not creating mutant biter spawn points
It is not very humane
8 millions killed non-human mammals every day by mankind, a considerable part of it just to end in the waste bin, are telling a different story...


perhaps this can be ...
by Factoruser
Sat Mar 08, 2025 3:20 pm
Forum: Ideas and Suggestions
Topic: Fast changing booth in rocket silo...
Replies: 6
Views: 602

Re: Fast changing booth in rocket silo...

It should only be transparent, i.e. a player's inventory for each planet separately. If you climb in the rocket, you leave all items behind, and get them back when landing. Perhaps you MIGHT be able to see your inventory of other planets, but mainly you shouldn't have to put everything in several ...
by Factoruser
Wed Feb 26, 2025 11:23 pm
Forum: Ideas and Suggestions
Topic: Lamps, circuit control and logistics network.
Replies: 9
Views: 423

Re: Lamps, circuit control and logistics network.


A very simple one would be setting the green component based on how many of a specific item you have in storage.

For such I make a "progress bar" of several lamps. Would be also good to have at least a "combinator" that could handle several conditions. Perhaps dimming would be a thing, but even ...
by Factoruser
Wed Feb 26, 2025 11:17 pm
Forum: Ideas and Suggestions
Topic: Lamps, circuit control and logistics network.
Replies: 9
Views: 423

Re: Lamps, circuit control and logistics network.


You can set a static colour to a lamp controlled by logistic network

I don't understand the purpose of having a lamp controlled by a signal/lognetwork condition that indicates it only during the night.

I spoke of a lamp WITHOUT network, coloured illumination, e.g. orange for a builder's yard. A ...
by Factoruser
Wed Feb 26, 2025 11:11 pm
Forum: Ideas and Suggestions
Topic: Every fluids should be able to be filled into barrels
Replies: 5
Views: 320

Re: Every fluids should be able to be filled into barrels

A checklist might be good. Personally I think, most barrels are superflues. It bloats the selection interface.
by Factoruser
Wed Feb 26, 2025 11:04 pm
Forum: Ideas and Suggestions
Topic: Plan / Debug mode (similar to Pause)
Replies: 12
Views: 632

Re: Plan / Debug mode (similar to Pause)

Back on topic: a pause button, stopping the gametime, maybe even "fast forward" would be good. But because you can only build by hand or with bots, you could only place ghosts or edit circuits.
by Factoruser
Wed Feb 26, 2025 10:05 pm
Forum: Ideas and Suggestions
Topic: Platform Electric HUD
Replies: 5
Views: 340

Re: Platform Electric HUD


You don't need power pole. There is a small "Show electric network" button on the hub's UI.

A bit hard to find, not very obvious, but it's there...

I don't understand either what the OP "needs" and why... What's missing are circuit signals to check the power satisfaction and give alarm in case ...
by Factoruser
Sun Feb 23, 2025 1:46 pm
Forum: Ideas and Suggestions
Topic: Dynamic minimum payload for rocket delivery
Replies: 8
Views: 549

Re: Dynamic minimum payload for rocket delivery

It needs much bigger changes, see viewtopic.php?t=126315. At least, the rocket silo should have circuit network start conditions.
by Factoruser
Sat Feb 22, 2025 7:49 pm
Forum: Ideas and Suggestions
Topic: Lamps, circuit control and logistics network.
Replies: 9
Views: 423

Re: Lamps, circuit control and logistics network.

I'm not for user-defined lamp colours. There should be only red, orange, yellow, green, cyan, blue, violet, white and black (see https://assets-mod.factorio.com/assets/ee06f88014d6bc02f59de6c0a81d385e382fb03d.png especially for the "blacklight") - grey is not important, and pink rather silly.

What ...
by Factoruser
Tue Feb 18, 2025 7:09 pm
Forum: Ideas and Suggestions
Topic: Add abbility to report train fuel to the circuit network
Replies: 2
Views: 192

Re: Add abbility to report train fuel to the circuit network

I'm just stuffin' in what's available. But it might be nice to have a ≤33% fuel level condition, so you don't have to send a train to the filling station although it's not necessary. I like to set up filtering circuits, although it's much too and unnecessarily complicated with the current combinators.
by Factoruser
Tue Feb 18, 2025 7:02 pm
Forum: Ideas and Suggestions
Topic: Chemical structure of ammonia
Replies: 2
Views: 224

Re: Chemical structure of ammonia

+1 Consent. Annoying and easy to change.
by Factoruser
Sat Feb 15, 2025 12:47 pm
Forum: Ideas and Suggestions
Topic: Demolishers should damage each other
Replies: 7
Views: 384

Re: Demolishers should damage each other

They might also fight each other for a few minutes, senslessly, until they become bored... As an alternative to lure a demolisher away from your mining plot.
by Factoruser
Wed Feb 12, 2025 11:44 pm
Forum: Ideas and Suggestions
Topic: Inserters should put back items if blocked
Replies: 11
Views: 602

Re: Inserters should put back items if blocked

That assemblers should store ingredients when changing the recipe, use them later if requested, and still continue working is a different suggestion, which would make things also better. But you can use inserters to empty the storage. Annoying is that also items can block the assembler, that are ...
by Factoruser
Wed Feb 12, 2025 11:33 pm
Forum: Ideas and Suggestions
Topic: Demolishers should damage each other
Replies: 7
Views: 384

Re: Demolishers should damage each other

At least demolishers should keep away from foreign territories. It's also ridiculous that they cross their own bodies. I'd liked it if they would fight, I won't be against that one might kill another, but it's all a bit too much and not so important.
by Factoruser
Sun Feb 09, 2025 2:43 pm
Forum: Ideas and Suggestions
Topic: Aquilo: heat pipe concrete
Replies: 8
Views: 654

Re: Aquilo: heat pipe concrete


I have a gut feeling that a grid of heatpipes will be a nightmare performance-wise. On large reactor setups they do take a significant amount of processing power.
This could be optimised (=simplified) if necessary, e.g. you are treating "chunks" or "circuits" of heatpipes like one, or you are ...
by Factoruser
Sun Feb 09, 2025 2:32 pm
Forum: Ideas and Suggestions
Topic: Increase U238 rocket capacity
Replies: 6
Views: 614

Re: Increase U238 rocket capacity

I prefer to have things reasonable rather than following a game balance logic.
by Factoruser
Thu Feb 06, 2025 4:51 pm
Forum: Ideas and Suggestions
Topic: Land Mines on Gleba
Replies: 6
Views: 662

Re: Land Mines on Gleba

But how to "refill" the minefield...? Construction robots don't avoid enemies and could be destroyed in explosions. This is also a disadvantage of explosive missiles... The laser turrets seem to be surgical, at least normally the stompers are absurdly invulnerable. Only railguns can deal with them ...
by Factoruser
Thu Feb 06, 2025 4:40 pm
Forum: Ideas and Suggestions
Topic: Aquilo: heat pipe concrete
Replies: 8
Views: 654

Re: Aquilo: heat pipe concrete

The ingredients 1 concrete, 1 heatpipe, 1 pipe and 1 plastic bar would be logistically more demanding. The heatpipe stuff is only making building harder, and at least just leading to a boring roboport-setup.
by Factoruser
Mon Feb 03, 2025 5:48 pm
Forum: Ideas and Suggestions
Topic: Inserters should put back items if blocked
Replies: 11
Views: 602

Re: Inserters should put back items if blocked

Why do something easy, if it could be extremely complicated ? Especially with the circuit system of Factorio, that doesn't even have an ELSE in the decider combinator...

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