I'm not talking about placing blueprints, but placing the buildings after you've already placed the blueprints in the world. This is for when you've already made blueprints, but before you've researched construction robots.
Search found 219 matches
- Tue Apr 23, 2024 1:21 pm
- Forum: Ideas and Suggestions
- Topic: Better mechanism for hand building over ghosts before robots
- Replies: 58
- Views: 12285
Re: Snap hand-placement to blueprints.
- Mon Apr 22, 2024 9:31 pm
- Forum: Ideas and Suggestions
- Topic: Better mechanism for hand building over ghosts before robots
- Replies: 58
- Views: 12285
Snap hand-placement to blueprints.
TL;DR If you start placing buildings on a blueprint, additional placements should snap to the rest of the blueprint. Why ? Placing buildings over a blueprint is tedious, because you constantly have to press and release the mouse, and slowly manually align the buildings with the blueprint, so that y...
- Tue Mar 19, 2024 2:25 am
- Forum: Balancing
- Topic: Nerf barrels and buff liquid tanks!
- Replies: 20
- Views: 7951
Re: Nerf barrels and buff liquid tanks!
Bots can't move fluids but they can move barrels. I think in some previous blogs, the devs said that bots solved too many problems in the game. IMO, barrels could be removed, unless we remove or change logistic bots. But I guess "bad" items and recipes are also a type of puzzle - finding ...
- Fri Mar 15, 2024 8:05 pm
- Forum: Balancing
- Topic: Nerf barrels and buff liquid tanks!
- Replies: 20
- Views: 7951
Re: Nerf barrels and buff liquid tanks!
I actually don't even understand why barrels are in the game - they do the same thing as fluid-wagons or pipes and they're also overpowered.
- Fri Mar 15, 2024 7:52 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 22626
Re: Friday Facts #402 - Lightspeed circuits
remembers the outside circuit wire connections, and tries to reconnect them if possible. To minimize problems, these connections are only remembered when using the cut tool, and are not (and cannot) ever be transferred into the blueprint library or blueprint export string. There's already other opt...
- Fri Feb 16, 2024 6:18 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 24289
Re: Friday Facts #398 - Fulgora
Can we research any of the tech from the ancient aliens? Is it for super-lategame stuff?
- Fri Feb 09, 2024 4:15 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 118
- Views: 16867
Re: Friday Facts #397 - Factoriopedia
I like this idea. For me, a real game changer was this tool that can calculate a whole supply chain and the needed factories for it: https://kirkmcdonald.github.io/calc.html#tab=graph&data=1-1-19&items=advanced-circuit:f:1 Maybe, it is worth an idea to add a similar functionality also in th...
- Fri Feb 09, 2024 4:09 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 118
- Views: 16867
Re: Friday Facts #397 - Factoriopedia
Feature request: a button to show a tree of sub-components. Long: Instead of just clicking each item individually from the recipes, could there be a button to show a tree of all the sub-components, sub-sub-components, etc? Like, if you click on green circuits, it should show iron plates and copper ...
- Fri Jan 05, 2024 3:38 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 131
- Views: 24145
Re: Friday Facts #392 - Parametrised blueprints
feature request: instantiating a parameterized blueprint into a regular blueprint so you can select options once and then place it a hundred times. +3 for this one. The second video where the dev picks each parameter looks only slightly faster than just selecting those options on the non-blueprint ...
- Fri Dec 29, 2023 3:31 pm
- Forum: News
- Topic: Friday Facts #391 - 2023 recap
- Replies: 60
- Views: 11010
Re: Friday Facts #391 - 2023 recap
Quite interesting to see Golang getting some love at Wube. Was it only for prototyping, or is there now Golang in the tech stack? Go is Great! :D I'm also curious, since it should be a pretty good language for all the non-game server stuff. (It's garbage-collected, plus probably some other stuff I'...
- Fri Dec 15, 2023 3:15 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 25809
Re: Friday Facts #389 - Train control improvements
Aaaaaarrrrrgggggghhhhh! I want to play 2.0 already! So many quality of life improvements! (And I'm definitely going to get the expansion too. XD )
- Mon Dec 04, 2023 11:33 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 170
- Views: 39447
Re: Friday Facts #387 - Swimming in lava
I like the update overall, but don't like how the Big Mining Drill moves. IMO, seems like something with bigger rotating teeth should do one big row of resources all at once, even if it moves more quickly when resetting to the other side. It also seems weird that the thing drills in a small spot, bu...
- Fri Nov 24, 2023 3:30 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 122
- Views: 24638
Re: Friday Facts #386 - Vulcanus
Yo, when can I play this? Faster, faster, faster! This all looks so gooooood!
- Fri Nov 10, 2023 4:01 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 328
- Views: 45006
Re: Friday Facts #384 - Combinators 2.0
Great changes, thanks! Combinators were really fiddly before, because you needed separate ones just for a simple and/or. Now I'm hoping that we get the ability to somehow read the composition of train cars in a station Yeah, this plus...I think cargo was missing? Maybe you can already read the cargo...
- Sun Oct 22, 2023 1:31 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 42189
Re: Friday Facts #381 - Space Platforms
This expansion looks really good already! 8-) So hopefully I don't sound too negative - I have a bit of a concern with this statement: This means efficiency modules are now much more useful than before. Because: I hope Efficiency Modules 1 will finally be nerfed (keyword: miners) This is basically w...
- Fri Aug 25, 2023 2:29 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 69949
Re: Friday Facts #373 - Factorio: Space Age
Space Age has a lot of different challenges but they never get too extreme and the usage of combinators is quite lightweight IMO the game doesn't really encourage players enough to use combinators, so I'd actually prefer at least one recipe per planet that needs combinators for efficient automation...
- Sat Mar 25, 2023 5:11 pm
- Forum: Ideas and Suggestions
- Topic: Rail / chain signals: visualize relevant paths.
- Replies: 5
- Views: 909
Re: Rail / chain signals: visualize relevant paths.
Yeah, I should have done my mock differently. For the last case with the intersection block occupied, but not the exit blocks, I think you'd want a different symbol like a square instead of an X. (Because squares are blocks. XD ) Then when you're looking at the one chain signal you can at a glance k...
- Fri Mar 24, 2023 5:04 am
- Forum: Ideas and Suggestions
- Topic: Rail / chain signals: visualize relevant paths.
- Replies: 5
- Views: 909
Re: Rail / chain signals: visualize relevant paths.
Fury's right though - it's not only blue because of the adjacent signals, but also because of the state of the current block . (Inside of this intersection.) Thinking about it more, I still think that could be helped with this type of visualization. Knowing that the signal's red because of the curre...
- Thu Mar 23, 2023 6:06 pm
- Forum: Ideas and Suggestions
- Topic: Rail / chain signals: visualize relevant paths.
- Replies: 5
- Views: 909
Rail / chain signals: visualize relevant paths.
TL;DR When selected, rail / chain signals should show which paths affect their current color. What ? Rail and chain signals should highlight which paths contributed to them showing red, yellow, or blue. This will help newer players to more quickly understand how they work, and allow experienced pla...
- Tue Mar 21, 2023 10:32 pm
- Forum: Ideas and Suggestions
- Topic: New train cars visualization quantity with signals & train stations
- Replies: 13
- Views: 4285
Re: New train cars visualization quantity with signals & train stations
I was actually going to post a similar suggestion, to add the numbers to the existing train-length visualization when placing signals or stations. But this one's even better, because I can't see the end of the train if I'm not zoomed out, or using very long trains. Would love to see this in the game...