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.
Search found 31 matches
- 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: 6074
- Fri Dec 06, 2019 2:39 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 54670
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?
- Wed Dec 27, 2017 8:22 pm
- Forum: Ideas and Suggestions
- Topic: Failed bases with hostile turrets\ruins
- Replies: 3
- Views: 3051
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.
- Wed Dec 27, 2017 2:12 pm
- Forum: Ideas and Suggestions
- Topic: Burner inserter fuel bonus
- Replies: 61
- Views: 20328
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 ...
- Sat Dec 23, 2017 3:34 am
- Forum: Ideas and Suggestions
- Topic: Recipe tooltip time accounting machine crafting speed
- Replies: 10
- Views: 4355
Re: Recipe tooltip time accounting machine crafting speed
+1
Maybe also include the average amount produced as well (if you have productivity modules)
Maybe also include the average amount produced as well (if you have productivity modules)
- Sat Dec 23, 2017 12:13 am
- Forum: Implemented Suggestions
- Topic: Copy contents of blueprint to a buffer chest.
- Replies: 7
- Views: 7321
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.
- 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: 6074
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.- 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: 6069
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.
- Wed Dec 06, 2017 3:25 pm
- Forum: Ideas and Suggestions
- Topic: Waypoint System
- Replies: 1
- Views: 1927
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.
RTSes would use Ctrl-click or Shift-click to set movement waypoints, but maybe Factorio's WASD makes that impractical.
- Tue Dec 05, 2017 3:25 pm
- Forum: Ideas and Suggestions
- Topic: Option for trains to deal zero damage to players
- Replies: 55
- Views: 17963
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.
- Sat Dec 02, 2017 9:45 pm
- Forum: Not a bug
- Topic: [15.40] Inserters don't fill empty ASM input
- Replies: 6
- Views: 3599
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 ...
- Sat Dec 02, 2017 7:41 pm
- Forum: Not a bug
- Topic: [15.40] Inserters don't fill empty ASM input
- Replies: 6
- Views: 3599
Re: [15.40] Inserters don't fill empty ASM input
Thanks for the quick turnaround. Is this behavior likely to stay the way it is?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.
- Sat Dec 02, 2017 6:21 pm
- Forum: Not a bug
- Topic: [15.40] Inserters don't fill empty ASM input
- Replies: 6
- Views: 3599
[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 ...
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 ...
- Mon Nov 27, 2017 1:59 pm
- Forum: Ideas and Suggestions
- Topic: Assembling Machines Productivity Bonus Research
- Replies: 5
- Views: 2198
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 ...
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 ...
- Sat Nov 25, 2017 5:36 pm
- Forum: Ideas and Suggestions
- Topic: train stop circuit network 'contents' should include player
- Replies: 7
- Views: 4477
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.
- Mon Nov 20, 2017 9:49 pm
- Forum: Ideas and Suggestions
- Topic: Options for passive and active provider chests
- Replies: 3
- Views: 2386
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 ...
I like the concept of being able to control whether a ...
- Mon Nov 20, 2017 8:24 pm
- Forum: Ideas and Suggestions
- Topic: Burner inserter fuel bonus
- Replies: 61
- Views: 20328
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 ...
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 ...
- Mon Nov 20, 2017 8:16 pm
- Forum: Ideas and Suggestions
- Topic: Burner inserter fuel bonus
- Replies: 61
- Views: 20328
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
On top of that, I'd also support a mining speed bonus for burner mining drills with solid/rocket fuel
- Mon Nov 20, 2017 4:06 pm
- Forum: Ideas and Suggestions
- Topic: Killing Biters with Rockets
- Replies: 5
- Views: 2791
Re: Killing Biters with Rockets
Oh man that looks fantastic. I think it fits in the overall game much better than the ion cannon.eradicator wrote:Sounds like https://mods.factorio.com/mods/Klonan/MIRV (haven't tested that myself yet).
- Mon Nov 20, 2017 4:03 pm
- Forum: Ideas and Suggestions
- Topic: Order station selection list by pathfinder distance
- Replies: 3
- Views: 1831
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.