Search found 15 matches
- Tue Nov 19, 2024 6:36 pm
- Forum: Ideas and Suggestions
- Topic: Better reach for quality big electric poles
- Replies: 1
- Views: 77
Re: Better reach for quality big electric poles
It matters a lot on fulgora.
- Tue Nov 19, 2024 6:35 pm
- Forum: Ideas and Suggestions
- Topic: improve artillery damage
- Replies: 16
- Views: 542
Re: improve artillery damage
destroying a 3500hp nest with one shot requires approximately level 10 technology ( 2.046m science pack! ). this is obviously unreasonable Is it obvious? You can just build twice as many turrets and shells in the meantime. Then when you finally reach that one-shot level, it feels awesome, like gett...
- Thu Nov 07, 2024 8:53 am
- Forum: Ideas and Suggestions
- Topic: Train condition progress should look clearer when at 100%
- Replies: 11
- Views: 580
Re: Train condition progress should look clearer when at 100%
+1
Maybe you could also write the percentage in white into the bar? E.g. 98% or 100%.
Maybe you could also write the percentage in white into the bar? E.g. 98% or 100%.
- Thu Nov 07, 2024 7:30 am
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 28
- Views: 5075
Re: Auto-launching of mixed rockets
+1 I really love the design of Factorio which often lets you have a simple, inefficient solution and allows for more complex and sutomated magic if you want to. In this case we only get the simple version of the manual version. I think mixed rockets don't need to be easy, I would be fine with some b...
- Fri Nov 01, 2024 6:16 am
- Forum: Ideas and Suggestions
- Topic: Improve 'Set Recipe' throughput/simplicity
- Replies: 22
- Views: 1495
Re: Set Recipe throughput
I agree with OP. We made a design where only assemblers with the same ingredient used set recipe, which made it less generic but with a very high throughput. I think the suggested behavior is not just a buff to set recipe, but also allows a greater variety in builds which makes set recipe more inter...
- Fri Mar 15, 2024 12:18 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 35477
Re: Friday Facts #402 - Lightspeed circuits
For Space Exploration it was absolutely crucial to send signals from surface to surface to create a complex interplanetary logistic. I'm not sure if that is not necessary in Space Age in the first place, or if there are other solutions, but some way to have interplanetary circuit networks would be r...
- Fri Sep 29, 2023 6:08 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 106159
Re: Friday Facts #378 - Trains on another level
You mentioned in to different FFF that it is necessary that trains don't deadlock and ressource production runs smoothly while you're offworld, because you can't fix it.
Will it be possible to fix stuff via satellite view like in SE?
Will it be possible to fix stuff via satellite view like in SE?
- Mon Feb 15, 2021 5:35 pm
- Forum: Logistic Train Network
- Topic: Too many trains at the depot
- Replies: 9
- Views: 4874
Re: Too many trains at the depot
If you hover over one of the trains stuck there, where do they want to go? Do they actually want to go to one of the occupied depots or are they already re-routed to another free depot? If it's the latter, you can create an empty pass-through-line in your depot, so that trains that entered the depot...
- Mon Feb 08, 2021 6:03 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 225842
Re: Parrallel processing in games & applications
Are there any plans to revisit Multithreading for the DLC (or whatever comes next?) In case the DLC will be based on Space Exploration (which could be, now that Earendel has joined the team) it might be possible to run different surfaces on different cores, since events on one surface don't interact...
- Sun Feb 07, 2021 8:54 am
- Forum: General discussion
- Topic: CPU performance benchmarks
- Replies: 169
- Views: 95390
Re: CPU performance benchmarks
Does anyone have any experience with RAM Speeds beyoned 3600? There are (expensive) sets available with speeds of up to 4400 MhZ, will they bring a similar speed bost as going from 3200 to 3600? I'm currently planning to build a new PC with a Ryzen 5900, but since it probably won't be available for ...
- Sat Aug 26, 2017 8:51 am
- Forum: Angels Mods
- Topic: Can i disable Converter Recipies later?
- Replies: 2
- Views: 1604
Can i disable Converter Recipies later?
Hi, I just started a game with angel and bob, and I unchecked the "hide converter recipies", because I thought I'd need them when I run both mods. Turns out I dont need them, now I want to get rid of them. Is there any way to do this, after starting the game? In the mod-options I cant chan...
- Mon Jul 03, 2017 1:42 pm
- Forum: General discussion
- Topic: [Feature Request] Ghost place things easily
- Replies: 3
- Views: 1772
Re: [Feature Request] Ghost place things easily
That is the Blog post I mentioned. However, when I want to build an inserter, I do not want to add an inserter to my tool-box first, and then ghost-build the inserter (that is the solution mentioned in the blog post). It would be easier to point to an existing inserter and press q to be allowed to g...
- Sun Jul 02, 2017 4:57 pm
- Forum: General discussion
- Topic: [Feature Request] Ghost place things easily
- Replies: 3
- Views: 1772
[Feature Request] Ghost place things easily
Hi there, I hope this is the right place to put feature requests. There is one thing that has been bothering me a long time: You can only ghost-place things, when you actually have them. With robots it is often very convenient to place things, that are only available in the logicstic networks. I rea...
- Fri May 26, 2017 10:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.14] Crash when cancelling deconstruction of beacon
- Replies: 2
- Views: 1572
Re: [0.15.14] Crash when cancelling deconstruction of beacon
In my case there were no beacons involved, but maybe it's the same root cause? Since its not reproducable, I can't verify or reject the hypothesis that it has been fixed. I'll post again if it happens a second time though.
- Fri May 26, 2017 7:25 pm
- Forum: Duplicates
- Topic: [Crash] 0.15.14
- Replies: 1
- Views: 849
[Crash] 0.15.14
Hi, I just got a hard crash. I have version 0.15.14, and directly after the crash the auto-updater updated to 0.15.15, so I don't know if it would have been reproducable in 0.15.14. I have no mods, and I had a blueprint of 10 blue express belts in my hand and was playing this a lot on the map, when ...