Search found 135 matches

by ElderAxe
Fri Sep 13, 2024 2:08 pm
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 118
Views: 14008

Re: Friday Facts #428 - Reactor & Logistics circuit control

About combinators; - I hoped developers were working on a less cluttered interface for wire selection etc. After the first introduction there were lots of feedback about how wire selection would look/work better. But screens are same. About roboports; Importantly (or unfortunately), it does not incl...
by ElderAxe
Fri Jul 05, 2024 11:11 am
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 165
Views: 39673

Re: Friday Facts #418 - Space Age release date

Sutoraika wrote:
Fri Jul 05, 2024 11:02 am
Will the 2.0 free release also apply to the switch version of the game?
It should.
2.0 will be the new game version. (Current is 1.1 with bugfix versions)
by ElderAxe
Fri Jul 05, 2024 11:08 am
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 165
Views: 39673

Re: Friday Facts #418 - Space Age release date

Will there be an experimental/beta branch of 2.0 ahead of October? Also an early beta access for DLC with pre-orders?
by ElderAxe
Fri Jun 14, 2024 8:58 pm
Forum: News
Topic: Friday Facts #415 - Fix, Improve, Optimize
Replies: 91
Views: 17726

Re: Friday Facts #415 - Fix, Improve, Optimize

Great updates. I usually increase the ghost check per tick number from 3 to 20 on my solo games. It helps a lot when you place big blueprints.

Since you have a better way of checking ghosts now, can you also add a circuit capability to read ghosts from roboports?
by ElderAxe
Fri Mar 29, 2024 5:14 pm
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 112
Views: 21876

Re: Friday Facts #404 - Frustration not found

Please allow the RTS Tool to also control trains. My personal train, my artillery train, my big artillery train, my builder train, all the trains! They announced "Remote Drive" for trains on the previous FFF. So no RTS Tool needed for that. Also selecting a train and sending it to a tempo...
by ElderAxe
Fri Mar 29, 2024 2:52 pm
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 112
Views: 21876

Re: Friday Facts #404 - Frustration not found

I hope the alignment made on hand are temporary like rotation or flip of the blueprint and won't break the actual blueprint. I share my blueprints and if those position alignments are permanent, I sure people will make those changes (maybe by mistake, maybe intentionally) on downloaded blueprints th...
by ElderAxe
Fri Jan 26, 2024 2:59 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 25282

Re: Friday Facts #395 - Generic interrupts and Train stop priority

Nice new additions. I'm looking forward to get my hands on 2.0 so i can update all my blueprints.
by ElderAxe
Fri Jan 19, 2024 1:08 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 134
Views: 29539

Re: Friday Facts #394 - Assembler flipping and circuit control

I hate that the pumpjack output always changes its position when you rotate.
With 2.0 please move the pipe exit of the pumpjack to the center to solve the inconsistencies with it.
by ElderAxe
Fri Jan 19, 2024 12:19 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 134
Views: 29539

Re: Friday Facts #394 - Assembler flipping and circuit control

I was waiting for both of these features for a long time. Configurable assemblers, flipping fluid inputs... just perfect. Thank you.

One thing still missing is being able to read a list of ghost entities from a roboport. Then everything can be automated.
by ElderAxe
Fri Jan 05, 2024 11:34 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 134
Views: 32434

Re: Friday Facts #392 - Parametrised blueprints

Add Blueprints as a downloadable mod. This somewhat makes them a mod. But more importantly cool creations should be shared and this is going to create some cool stuff. Also, speedrunners can use blueprints, but not mods. I would love to have a Blueprint portal in game. That would allow blueprint de...
by ElderAxe
Fri Jan 05, 2024 6:40 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 134
Views: 32434

Re: Friday Facts #392 - Parametrised blueprints

Motivation for 3b: You could have different blueprints for train unloading stations, that occur multiple times (scrollable in one blueprint book). You would be able to change the layout for all reference blueprints at once by just changing the original one, in a way that can't be done by upgrade pl...
by ElderAxe
Fri Jan 05, 2024 6:32 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 134
Views: 32434

Re: Friday Facts #392 - Parametrised blueprints

Also, a question about the "ingredient of" feature.. How does this behave if an item has multiple recipes? For a vanilla example, if I select light oil, its ingredients might be any of heavy oil, crude oil, water, steam, or coal depending on the recipe. (From Heavy Oil cracking, Advanced ...
by ElderAxe
Fri Jan 05, 2024 6:02 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 134
Views: 32434

Re: Friday Facts #392 - Parametrised blueprints

03noster wrote:
Fri Jan 05, 2024 4:36 pm
Looks amazing. Now the only thing we need are basegame recursive blueprints!
Yes please
by ElderAxe
Fri Jan 05, 2024 5:55 pm
Forum: Ideas and Suggestions
Topic: Sort item icons in rich text by where they would appear in the inventory
Replies: 28
Views: 5149

Re: Sort item icons in rich text by where they would appear in the inventory

Sorting by the order in crafting menu would be best.

Adding a prefix in front of each material is my hacky half baked solution for this right now. I'd love to get rid of those prefixes.

[O] for Ores
[F] for Fluids
[ I ] for Intermediates
[R] for Science
...
Screenshot 2024-01-05 205319.png
Screenshot 2024-01-05 205319.png (95.06 KiB) Viewed 900 times
by ElderAxe
Fri Jan 05, 2024 2:36 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 134
Views: 32434

Re: Friday Facts #392 - Parametrised blueprints

I'm curious as to why you didn't end up allowing entire rich string parameters. It would seem like an obvious inclusion so that you could do the entire station name in a parameter. It's not a biggie by any stretch, but my station naming scheme usually includes the actual item's name in addition to ...
by ElderAxe
Fri Jan 05, 2024 1:11 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 134
Views: 32434

Re: Friday Facts #392 - Parametrised blueprints

I hope we can insert the parameters into train stop names within blueprints, so if we configure an iron plate train stop, we only have to change one parameter to iron plates and the train stop name will include the iron plate emoji They said it is possible when reconfiguring. So I believe it will b...
by ElderAxe
Fri Jan 05, 2024 12:46 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 134
Views: 32434

Re: Friday Facts #392 - Parametrised blueprints

Thank you for this feature. I'm happy that this becomes a part of the vanilla with 2.0. I will definitely use this on my blueprints. Their circuitry will be simplified and number of BPs will be reduced a lot I have two questions about this feature; - Is it possible to filter the choices. Use case: O...
by ElderAxe
Sat Dec 30, 2023 12:28 pm
Forum: News
Topic: Friday Facts #390 - Noise expressions 2.0
Replies: 72
Views: 19597

Re: Friday Facts #390 - Noise expressions 2.0

Lets put this mod from Earendel here. https://mods.factorio.com/mod/cogmas

Happy new year
by ElderAxe
Fri Dec 29, 2023 2:32 pm
Forum: News
Topic: Friday Facts #391 - 2023 recap
Replies: 60
Views: 14623

Re: Friday Facts #391 - 2023 recap

Please add parallel downloads when updating mods on mod management GUI as well.
It's currently implemented on sync mods feature when you're entering a game. But updating installed mods takes long times.
by ElderAxe
Sat Dec 16, 2023 1:10 pm
Forum: Duplicates
Topic: [1.1.100] Signal before station does not turn red
Replies: 1
Views: 463

[1.1.100] Signal before station does not turn red

ezgif.com-optimize.gif As you can see from the recording, The last signal before station on the upper line registers as yellow when the train is arriving. But it turns green when the train stops on the station. Station is after the signal and when i hover the train, it also shows its on the tile af...

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