Search found 31 matches

by wpirobotbuilder
Fri Dec 06, 2019 2:48 pm
Forum: Ideas and Suggestions
Topic: Pressing "Q" auto-selects Offshore Pump if cursor over water
Replies: 17
Views: 5237

Re: Pressing "Q" auto-selects Offshore Pump if cursor over water

posila wrote: ↑
Fri Jul 19, 2019 4:09 pm
Why offshore pump, why not landfill?
I think if you did either Landfill, or Offshore Pump, it would be a valuable addition to the game. Yes, there will be people who disagree with the choice, whatever it is, but right now there is nothing.
by wpirobotbuilder
Fri Dec 06, 2019 2:39 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 49138

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

So... now that we've had these optimizations, what is now the slowest part of the Factorio tick?
by wpirobotbuilder
Wed Dec 27, 2017 8:22 pm
Forum: Ideas and Suggestions
Topic: Failed bases with hostile turrets\ruins
Replies: 3
Views: 2528

Re: Failed bases with hostile turrets\ruins

I love the idea, but I don't know if it belongs in the base game. It diverts player focus from the factory, which is the main point of Factorio. I would love to see this in a scenario of some sort.
by wpirobotbuilder
Wed Dec 27, 2017 2:12 pm
Forum: Ideas and Suggestions
Topic: Burner inserter fuel bonus
Replies: 56
Views: 17433

Re: Burner inserter fuel bonus

Would you use more steel furnaces if they got the same speed bonus? The +20% from solid fuel is nice, and rocket fuel towards the endgame is a big boost. It'd definitely promote coal cracking to get the faster furnaces, however even the +150% boost from nuclear fuel would struggle to compete agains...
by wpirobotbuilder
Sat Dec 23, 2017 3:34 am
Forum: Ideas and Suggestions
Topic: Recipe tooltip time accounting machine crafting speed
Replies: 10
Views: 3893

Re: Recipe tooltip time accounting machine crafting speed

+1

Maybe also include the average amount produced as well (if you have productivity modules)
by wpirobotbuilder
Sat Dec 23, 2017 12:13 am
Forum: Ideas and Suggestions
Topic: Copy contents of blueprint to a buffer chest.
Replies: 5
Views: 5441

Re: Copy contents of blueprint to a buffer chest.

Yes, this would be amazing. +1. I would use this for nuclear reactor expansion, where I need lots of materials if I want to add a new pair of reactors + turbines.
by wpirobotbuilder
Sat Dec 23, 2017 12:11 am
Forum: Ideas and Suggestions
Topic: Pressing "Q" auto-selects Offshore Pump if cursor over water
Replies: 17
Views: 5237

Pressing "Q" auto-selects Offshore Pump if cursor over water

TL;DR
When I press "Q", an Offshore Pump is automatically selected from my inventory, like how pressing "Q" over an ore patch auto-selects mining drills from my inventory.
Why ?
It would make placing of Offshore Pumps take less user effort.
by wpirobotbuilder
Mon Dec 18, 2017 5:14 pm
Forum: Ideas and Suggestions
Topic: Only replace different belt types if they are the same tier
Replies: 14
Views: 5473

Re: Only replace different belt types if they are the same tier

I second this, with the additional suggestion that belts only fast-replace undergrounds and splitters if they are being replaced in the same orientation.
by wpirobotbuilder
Wed Dec 06, 2017 3:25 pm
Forum: Ideas and Suggestions
Topic: Waypoint System
Replies: 1
Views: 1382

Re: Waypoint System

I like the idea of waypoints for player/car/tank movement. Automate your movement to a location so you, the gamer, can do something else (like scribble new designs on your notepad).

RTSes would use Ctrl-click or Shift-click to set movement waypoints, but maybe Factorio's WASD makes that impractical.
by wpirobotbuilder
Tue Dec 05, 2017 3:25 pm
Forum: Ideas and Suggestions
Topic: Option for trains to deal zero damage to players
Replies: 55
Views: 15835

Re: Option for trains to deal zero damage to players

No way this belongs in the vanilla game. Getting hit by trains repeatedly encourages you to build solutions so you can cross tracks safely.
by wpirobotbuilder
Sat Dec 02, 2017 9:45 pm
Forum: Not a bug
Topic: [15.40] Inserters don't fill empty ASM input
Replies: 6
Views: 3304

Re: [15.40] Inserters don't fill empty ASM input

My understanding is that they have tweaked the limit, so it now also takes into account recipe completion time. That way a requestor with a fast recipe and speed modules/beacons will grab more items before the limit kicks in. That should prevent the assembler stalling whilst inserters are swinging ...
by wpirobotbuilder
Sat Dec 02, 2017 7:41 pm
Forum: Not a bug
Topic: [15.40] Inserters don't fill empty ASM input
Replies: 6
Views: 3304

Re: [15.40] Inserters don't fill empty ASM input

Rseding91 wrote:Thanks for the report however that's working fully as intended. The inserters will not add more ingredients when the output slot has >= 2x the results of the recipe.
Thanks for the quick turnaround. Is this behavior likely to stay the way it is?
by wpirobotbuilder
Sat Dec 02, 2017 6:21 pm
Forum: Not a bug
Topic: [15.40] Inserters don't fill empty ASM input
Replies: 6
Views: 3304

[15.40] Inserters don't fill empty ASM input

I've attached a save which explains the issue, and how it's impacting gameplay. For this example, my machines are crafting Science Pack 2. Buffer Testing.png The buffer for Science Pack 2 in an Assembling Machine is 12. See the assembling machine on the far right. I noticed that if the assembling ma...
by wpirobotbuilder
Mon Nov 27, 2017 1:59 pm
Forum: Ideas and Suggestions
Topic: Assembling Machines Productivity Bonus Research
Replies: 5
Views: 1992

Re: Assembling Machines Productivity Bonus Research

Does this also apply to chemical plants? Oil refineries? It cannot apply to centrifuges because Kovarex Enrichment + productivity is OP. Mining drill productivity was a clean feature, there was no ambiguity about what buildings it applied to, and it solved the endgame problem of having to spend so m...
by wpirobotbuilder
Sat Nov 25, 2017 5:36 pm
Forum: Ideas and Suggestions
Topic: train stop circuit network 'contents' should include player
Replies: 7
Views: 3903

Re: train stop circuit network 'contents' should include player

I like the idea of the player being a signal. It would be useful for train routes where you want to do something extra if the player is onboard.
by wpirobotbuilder
Mon Nov 20, 2017 9:49 pm
Forum: Ideas and Suggestions
Topic: Options for passive and active provider chests
Replies: 3
Views: 2118

Re: Options for passive and active provider chests

It sounds like the problem you're trying to solve could be done by letting a player turn off a chest's ability to provide items to bots. I don't believe this is a feature at the moment -- chests can only act as signals to a circuit network. I like the concept of being able to control whether a provi...
by wpirobotbuilder
Mon Nov 20, 2017 8:24 pm
Forum: Ideas and Suggestions
Topic: Burner inserter fuel bonus
Replies: 56
Views: 17433

Re: Burner inserter fuel bonus

Rocket-furnaces, ROCKET-FURNACES! :!: oooo that's a good idea! Stone and Steel furnace speed bonuses depending on the fuel type! I'd love to see a late-game setup which is entirely steel-furnace based, powered by rocket fuel. If rocket fuel increases smelting speed by 100%, that puts them on par wi...
by wpirobotbuilder
Mon Nov 20, 2017 8:16 pm
Forum: Ideas and Suggestions
Topic: Burner inserter fuel bonus
Replies: 56
Views: 17433

Re: Burner inserter fuel bonus

Rocket-fueled burner inserters sounds amazing. +1

On top of that, I'd also support a mining speed bonus for burner mining drills with solid/rocket fuel
by wpirobotbuilder
Mon Nov 20, 2017 4:06 pm
Forum: Ideas and Suggestions
Topic: Killing Biters with Rockets
Replies: 5
Views: 2456

Re: Killing Biters with Rockets

eradicator wrote:Sounds like https://mods.factorio.com/mods/Klonan/MIRV (haven't tested that myself yet).
Oh man that looks fantastic. I think it fits in the overall game much better than the ion cannon.
by wpirobotbuilder
Mon Nov 20, 2017 4:03 pm
Forum: Ideas and Suggestions
Topic: Order station selection list by pathfinder distance
Replies: 3
Views: 1635

Re: Order station selection list by pathfinder distance

I'd like to see the list of available stations cut down to just the ones the locomotive can actually pathfind to.

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