Search found 340 matches
- Wed Nov 20, 2024 4:00 am
- Forum: Ideas and Suggestions
- Topic: Fix that floating yeild messages on Fulgora make a mess
- Replies: 6
- Views: 236
Re: Fix that floating yeild messages on Fulgora make a mess
You can't bring bots with you into space. You have to gather resources and build a cargo landing pad first to receive them. Actually, you can drop resources from a second rocket-launch directly onto the planet without a landing pad. They get scattered around your starting island, as far as I know. ...
- Tue Nov 19, 2024 11:10 pm
- Forum: Ideas and Suggestions
- Topic: The snowflake on the "frozen" icon has five points
- Replies: 2
- Views: 142
Re: The snowflake on the "frozen" icon has five points
I vote for four-way symmetry!
- Tue Nov 19, 2024 11:09 pm
- Forum: Ideas and Suggestions
- Topic: Fix that floating yeild messages on Fulgora make a mess
- Replies: 6
- Views: 236
Re: Fix that floating yeild messages on Fulgora make a mess
They should be centered on the player instead of the rocks/ruins, and they should increase the displayed numbers and extend the duration instead of popping up a new message. (So you'd have just one message that lasts a slightly longer time, with changing numebrs, if you're mining a lot of rocks/ruin...
- Tue Nov 19, 2024 7:41 pm
- Forum: Ideas and Suggestions
- Topic: Show lightning protection in map when "Turret coverage" is enabled
- Replies: 1
- Views: 56
Re: Show lightning protection in map when "Turret coverage" is enabled
I'd rather have a new button. There's a few gaps on that cluster of buttons, so adding one more wouldn't make it take up more space.
- Tue Nov 19, 2024 7:34 pm
- Forum: Ideas and Suggestions
- Topic: Wire connection visibility improvements
- Replies: 1
- Views: 69
Re: Wire connection visibility improvements
I think an animated, colored spark traveling down the wires could help. Like, green or red sparks going into the things that they are connected to as inputs, and coming out of the things they are outputs from. Most objects in Factorio are visually fairly busy (for art/coolness), so I'm always squint...
- Tue Nov 19, 2024 1:33 am
- Forum: Ideas and Suggestions
- Topic: Quality options for chests and trains
- Replies: 32
- Views: 1601
Re: Quality options for chests and trains
One more idea I had: quality trains should have shinier paint. Right now they're dull and desaturated, which makes it hard to distinguish them without moving the color sliders to extreme values. (There's a mod for better paint that is basically what I'm talking about.) I'd make the colors more satur...
- Tue Nov 19, 2024 1:22 am
- Forum: Ideas and Suggestions
- Topic: new Start "Planet"
- Replies: 2
- Views: 161
- Tue Nov 19, 2024 1:03 am
- Forum: Ideas and Suggestions
- Topic: More inserter options to work faster with stacked mixed belts
- Replies: 2
- Views: 158
Re: More inserter options to work faster with stacked mixed belts
This seems like a pretty unnecessary feature, when you could just use more inserters, or use filtered splitters to put the different items onto different belts.
- Mon Nov 18, 2024 6:57 am
- Forum: Ideas and Suggestions
- Topic: Quality options for chests and trains
- Replies: 32
- Views: 1601
Re: Quality options for chests and trains
You got a theory as to why some people would have built quality trains just for health? My point is that they should be a rare enough that they can just go through the hassle of downgrading their trains, or set whatever filters they need to on the extra cargo slots. (For fluid wagons, they'd alread...
- Sun Nov 17, 2024 10:29 pm
- Forum: Ideas and Suggestions
- Topic: Quality options for chests and trains
- Replies: 32
- Views: 1601
Re: Quality options for chests and trains
iirc the devs said they will never add quality effects for trains, because it’s hard/annoying to replace working trains in a running base If I had better effects on quality trains, I'd go through the effort of replacing them. With train-groups it should be easier to upgrade, since you could send al...
- Sun Nov 17, 2024 10:18 pm
- Forum: Ideas and Suggestions
- Topic: QoL: requests - left click to set min, right click to set max
- Replies: 2
- Views: 119
Re: QoL: requests - left click to set min, right click to set max
I'd be fine with left/right click for min and max, when you're clicking the bar and not the drag-things. But for the root of the problem, IMO clicking the bar (outside of the drag-things) should adjust whatever value is closest to your mouse-click. So if I'm clicking to the right of my max, it shoul...
- Sun Nov 17, 2024 10:12 pm
- Forum: Ideas and Suggestions
- Topic: Add stone to some asteroid crushing recipe
- Replies: 3
- Views: 153
Re: Add stone to some asteroid crushing recipe
I don't mind breaking peoples' existing platforms, since the cost of a platform is a lot less than the other stuff it's transporting over many trips. Plus, spaceships already need to have at least half-way intelligent circuit conditions set up, to either not catch or crush certain asteroids, or thro...
- Sun Nov 17, 2024 10:05 pm
- Forum: Ideas and Suggestions
- Topic: Items per minute under second to help with values
- Replies: 15
- Views: 651
Re: Option for throughput tooltip to be per minute or second
The dynamic one would pick per minute or per second, based on how many decimal zeroes are at the front of the number? IMO that'd work pretty well.
- Fri Nov 15, 2024 7:07 am
- Forum: Ideas and Suggestions
- Topic: Document the radar combinator mechanic in-game
- Replies: 2
- Views: 143
Re: Document the radar combinator mechanic in-game
+1 Easy info to add!
- Thu Nov 14, 2024 7:57 pm
- Forum: Ideas and Suggestions
- Topic: Quality options for chests and trains
- Replies: 32
- Views: 1601
Re: Quality options for chests and trains
I think epic/legendary versions of wagons/trains/cars should get grids. I think equipment grids should be a different type of train. (Like, maybe electric .) Quality just increases everything else in the game, but it doesn't add new effects , which would be confusing and/or require a really weirdly...
- Thu Nov 14, 2024 7:49 pm
- Forum: Ideas and Suggestions
- Topic: Quality options for chests and trains
- Replies: 32
- Views: 1601
Re: Quality options for chests and trains
They only did if for chests though, right? The game isn't showing me a symbol for cargo wagons...
- Wed Nov 13, 2024 8:48 pm
- Forum: Ideas and Suggestions
- Topic: Asteroid Targetting
- Replies: 7
- Views: 415
Re: Asteroid Targetting
This seems like a very niche feature, since you can copy-paste the settings to all turrets on the ship. Plus, I think it would be more interesting if the different asteroids had different resistances. Like, carbon asteroids are dark so they could take more laser damage, ice are shiny, etc. (Not to m...
- Wed Nov 13, 2024 5:47 pm
- Forum: Ideas and Suggestions
- Topic: Cliff explosives
- Replies: 86
- Views: 3880
Re: Cliff explosives
I can see it being interesting that nuclear was somewhere other than Nauvis. That could work pretty well, especially if there was another easier tier of planet for stuff like that. Actually, if there were an easier "first planet" to go to before Gleba/Vulcanus/Fulgora, I wouldn't mind hav...
- Wed Nov 13, 2024 5:25 pm
- Forum: Gameplay Help
- Topic: Rail Planner Toggle?
- Replies: 2
- Views: 159
Re: Rail Planner Toggle?
I think if you try to place rail (or anything) while zoomed in on the map, it places them as ghosts instead of trying to build them. You could also make some blueprints for long sections of rails with signals, or for intersections. Blueprints always place as ghosts, so those could help you too.
- Tue Nov 12, 2024 4:30 pm
- Forum: Ideas and Suggestions
- Topic: "Surfaces and Platforms" sidebar UI in Remote View should be collapsible
- Replies: 1
- Views: 149