Search found 32 matches
- Sun Mar 03, 2024 7:30 pm
- Forum: News
- Topic: Friday Facts #400 - Chart search and Pins
- Replies: 73
- Views: 11731
Re: Friday Facts #400 - Chart search and Pins
Keyboard Shortcuts for pinging It would be really cool if pinging could be done with CTRL+Click in the map, minimap, and also on the world directly. that would severely improve communication in teams. This is so common in games like DOTA that i always try it just to be bummed out that i need to fin...
- Sat Jun 19, 2021 12:21 pm
- Forum: Ideas and Suggestions
- Topic: [Optimization] Improve map download netcode
- Replies: 7
- Views: 2844
Re: [Optimization] Improve map download netcode
I have had a look into wireshark recently
- Wed Jun 16, 2021 5:58 pm
- Forum: Technical Help
- Topic: Why download speed is such limited by upload speed ?
- Replies: 4
- Views: 2063
Map download speed bound by upload speed
I am really not sure if this should not rather be considered a bug.
Also i would suggest to rename the thread title to something like "Map download speed bound by upload speed" or anything that is more specific such that the devs know that it seems related to upload
Also i would suggest to rename the thread title to something like "Map download speed bound by upload speed" or anything that is more specific such that the devs know that it seems related to upload
- Wed Jun 16, 2021 5:55 pm
- Forum: Technical Help
- Topic: Why download speed is such limited by upload speed ?
- Replies: 4
- Views: 2063
Re: Download Speed
I have a more beefy connection but observed a very very interesting thing today that might be related to your Problem. I have the suspicion that the map download of factorio can be easily UPLOAD bound on the client side My supporting data Since today i have a new Internet provider. Previous: 6Mbitβ ...
- Wed Mar 13, 2019 8:08 pm
- Forum: Not a bug
- Topic: [0.17.8] empty upgrade planner unintuitive
- Replies: 5
- Views: 1563
Re: [0.17.8] empty upgrade planner unintuitive
I assume this rather creates a new one. I mean, how should it give you "the upgradeplaner" in your inventory, if you have created 10 of them?
- Fri Mar 08, 2019 12:42 pm
- Forum: Ideas and Suggestions
- Topic: Train Colors in HSV
- Replies: 45
- Views: 13316
Re: Train colors in HSV color format
Whatever is the final choice, everything is better than RGB as its the most unhumanreadable format
- Fri Mar 08, 2019 12:41 pm
- Forum: Not a bug
- Topic: [0.17.8] empty upgrade planner unintuitive
- Replies: 5
- Views: 1563
Re: [0.17.8] empty upgrade planner unintuitive
Hm, unfortunately i still don't understand the behaviour...
- Fri Mar 08, 2019 8:03 am
- Forum: Ideas and Suggestions
- Topic: [17.x] make "autoghostmode" just temporarily
- Replies: 5
- Views: 1929
Re: [17.x] make "autoghostmode" just temporarily
This is closely related to my suggestion 67106
- Fri Mar 08, 2019 6:18 am
- Forum: General discussion
- Topic: Copy-Paste in 0.17
- Replies: 7
- Views: 4121
Re: Copy-Paste in 0.17
This makes much sense
Even though one could implement flipping as long as those mentioned blacklist doodads do not exist in the blueprint, and give a errormsg otherwise, but for large blueprints this is probably almost never the case.
Even though one could implement flipping as long as those mentioned blacklist doodads do not exist in the blueprint, and give a errormsg otherwise, but for large blueprints this is probably almost never the case.
- Fri Mar 08, 2019 2:21 am
- Forum: Ideas and Suggestions
- Topic: [17.x] make "autoghostmode" just temporarily
- Replies: 5
- Views: 1929
QOL Ghost building while crafting
In Settings>Interface one can enable placing ghost items. Current behaviour: precondition: No mining drills in inventory Mining drills in hand crafting queue behaviour: pick up ghost mining drill in the hand wait for the mining drill to be crafted build the mining drill post condition: Ghost mining ...
- Fri Mar 08, 2019 2:07 am
- Forum: Not a bug
- Topic: [0.17.8] enabling research queue after game start disables achievements
- Replies: 3
- Views: 3523
[0.17.8] enabling research queue after game start disables achievements
Code: Select all
/c game.player.force.research_queue_enabled = true
- Fri Mar 08, 2019 2:01 am
- Forum: Implemented Suggestions
- Topic: upgrade planner GUI improvement for better intuition
- Replies: 1
- Views: 1034
upgrade planner GUI improvement for better intuition
The upgrade planner GUI would probably be more intuitive if there would be a small arrow above each column of the planner, indicating before and after . If you look at it the first time and you are not a FFF reader, its unclear why there would be 4 columns, because one would expect only 2 columns: f...
- Fri Mar 08, 2019 1:53 am
- Forum: Not a bug
- Topic: [0.17.8] empty upgrade planner unintuitive
- Replies: 5
- Views: 1563
[0.17.8] empty upgrade planner unintuitive
A new player unfamiliar to the upgrade planner will be very confused that an empty upgrade planner marks every upgradable item you draw it over. This is strange, as the upgrade planner should only mark the items that are to be upgraded. In case of an empty upgrade planner, nothing is to be upgraded,...
- Fri Mar 08, 2019 1:41 am
- Forum: Ideas and Suggestions
- Topic: Train Colors in HSV
- Replies: 45
- Views: 13316
Train colors in HSV color format
Currently train color is set in RGB, but RGB is known to be not very human friendly. I suggest changing the GUI to use HSV color format. It can be directly converted to RGB internally, which suggests its probably very easy to implement (https://en.wikipedia.org/wiki/HSL_and_HSV) Currently its very d...
- Fri Aug 10, 2018 5:58 pm
- Forum: Ideas and Suggestions
- Topic: Upgradeplanner > modify modules
- Replies: 2
- Views: 1211
Upgradeplanner > modify modules
Since todays FFF we know that we will get a upgrade planer YEY!!! What about the posibility of also placing/replacing/removing modules in specific buildings. I usually start of building simple mines and than over time i build mines with 3 efficiency modules level1. it would be cool if i could use th...
- Fri Aug 10, 2018 5:46 pm
- Forum: News
- Topic: Friday Facts #255 - Construction tools
- Replies: 140
- Views: 52028
Re: Friday Facts #255 - Construction tools
If i understand the copy paste feature correctly it also solves a really annoying problem with the picking tool (Q). currently: When i run out of blue belts i have to mine a belt before i can q it to place new ghost blueprints, but usually there are even ghost belts around, so the robots will steal ...
- Fri Aug 03, 2018 5:19 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 82216
Re: Friday Facts #254 - No research queue for you
Please have a short look at the votes in this forum. I have seen no one agreeing with your decision. Factorio is about automation. An unexperienced player will not fill up the research queue or modify it after each new research. And a mod will definetly be not such a beautiful layout that you create...
- Sat Jan 13, 2018 7:57 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 370746
Re: Friday Facts #225 - Bots versus belts (part 2)
I think a switcher that flips left and right part of the belt would be very usefull in many convooluted cases. That would make the belts less tedious.
- Tue Jun 20, 2017 4:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14] [kovarex] Power Switch blueprint doesn't remember power line positions
- Replies: 31
- Views: 16958
Re: [0.14] [kovarex] Power Switch blueprint doesn't remember power line positions
The power switch is a compleetly useless entity if it cant be used with blueprints. Blueprinting is one of the core features of factorio. Thats really sad.
Any advanced energy saving setup with multiple power networks is impossible, since blueprinting just connects random poles.
Any advanced energy saving setup with multiple power networks is impossible, since blueprinting just connects random poles.
- Tue Jun 20, 2017 4:02 pm
- Forum: Implemented Suggestions
- Topic: [0.13] Blueprints and copper wire connections
- Replies: 5
- Views: 2362
Re: [0.13] Blueprints and copper wire connections
Still not solved in 0.15