Search found 229 matches
- 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...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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.
- 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.
- 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 ...
- 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.
- 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 ...
What ...
- 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.
- 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.
- 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.
- 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 ...
- 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.
- 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 ...
- 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.
- 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 ...
- 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.
- 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...