Why not adding couple of other 1x1 enhancements items?
Enhanced walk control - allow you to temporary disable exoskeletos (precision work, say while holding shift)
Enhanced bot control - temporary disable personal roboports (for a train ride) and/or logistic bots (put manually items to outpost ...
Search found 14 matches
- Mon Aug 20, 2018 3:14 pm
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 58484
- Sun Jul 01, 2018 9:23 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 88470
Re: Friday Facts #249 - Dead end exploration
I quite like the Proposal 4 with Library still existing. The idea of global action bar (without some sort of switchable profiles) would be a nightmare if you switch between bot heavy/no-bots/no-blueprints play-troughs a lot.
And speaking of
Use it (or not) and press Q , the blueprint would be ...
And speaking of
Use it (or not) and press Q , the blueprint would be ...
- Sun Jul 01, 2018 8:51 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 88470
Re: Friday Facts #249 - Dead end exploration
Just quick note on updating Blueprint library.
I'd make syncing blueprints name based. This would mean forcing Blueprints books/Blueprints to have unique names when exporting to Library (and possibly make names like Book 1::Blueprint 7 when copying BP from Library to Inventory). And then:
Add ...
I'd make syncing blueprints name based. This would mean forcing Blueprints books/Blueprints to have unique names when exporting to Library (and possibly make names like Book 1::Blueprint 7 when copying BP from Library to Inventory). And then:
Add ...
- Sat May 19, 2018 9:41 am
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 72611
Re: Friday Facts #243 - New GUI tileset
Checkboxes, radiobuttons and switches look really great.
Speaking of the table... When is the "campaign ideas brainstorm" starting? How many tower defense levels are we getting? (Hold off biters until rocket gets built)
Speaking of the table... When is the "campaign ideas brainstorm" starting? How many tower defense levels are we getting? (Hold off biters until rocket gets built)
- Fri Apr 20, 2018 9:20 am
- Forum: Spread the Word
- Topic: Factorio-styled "homemade items"
- Replies: 2
- Views: 4398
Factorio-styled "homemade items"
Hi guys,
We are all fans of Factorio in our office and we though of getting T-Shirts with something like "automation engineer" styled as Factorio logo (with o replaced by iron wheel).
I was wondering whether you guys are okay with something like this and if you could share some technical details ...
We are all fans of Factorio in our office and we though of getting T-Shirts with something like "automation engineer" styled as Factorio logo (with o replaced by iron wheel).
I was wondering whether you guys are okay with something like this and if you could share some technical details ...
- Fri Apr 20, 2018 7:35 am
- Forum: Implemented Suggestions
- Topic: Character logistic slots color code for delivery/satisfied
- Replies: 9
- Views: 5199
- Thu Apr 19, 2018 1:35 pm
- Forum: Ideas and Suggestions
- Topic: I want to make suggestions, but I got links to mods!! :(
- Replies: 18
- Views: 30359
Re: I want to make suggestions, but I got links to mods!! :(
FFF Idea: List of mods that made (will make) it into vanilla
- Thu Apr 19, 2018 9:01 am
- Forum: Implemented Suggestions
- Topic: Give the Exoskeleton an "off" switch
- Replies: 10
- Views: 6447
Re: Give the Exoskeleton an "off" switch
I would love this; I find it difficult to pick up stuff from belt (especially if there's two different things on the each side of belt) with 2+ exoskeletons. One click on on keyboard moves you more than 1 tile.
I'd suggest to use:
shift "hold to walk (temporary disable exoskeletons)"
caps lock ...
I'd suggest to use:
shift "hold to walk (temporary disable exoskeletons)"
caps lock ...
- Mon Jan 15, 2018 5:59 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 482356
Re: Friday Facts #225 - Bots versus belts (part 2)
Also one of the most tedious things to do is to upgrade your whole main bus from one tier of belts to the another... adding two tiers of auto-upgraders (so in case of belt weaving you can red->blue; yellow->red) would be huge QOL improvement.
And if you want to make a few people angry make bots ...
And if you want to make a few people angry make bots ...
- Sun Jan 14, 2018 9:05 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 482356
Re: Friday Facts #225 - Bots versus belts (part 2)
I guess bot occupying space would be quite difficult to implement. Also routing would be fun (500 bots going towards chest from all directions completely blocking the one bot that's trying to leave and taking the space around chest).
It would make sense (from real life perspective) to:
limit ...
It would make sense (from real life perspective) to:
limit ...
- Fri Jan 12, 2018 9:52 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 482356
Re: Friday Facts #225 - Bots versus belts (part 2)
https://www.factorio.com/blog/post/fff-225
https://mods-data.factorio.com/pub_data/media_files/bCrq9A2ntzzs.png
Also add fucking Loaders, which are already programmed in the game. Allow them to only put things in and out of cargo wagons and other chest types and put ores into and out of furnace ...
https://mods-data.factorio.com/pub_data/media_files/bCrq9A2ntzzs.png
Also add fucking Loaders, which are already programmed in the game. Allow them to only put things in and out of cargo wagons and other chest types and put ores into and out of furnace ...
- Tue Oct 24, 2017 1:03 pm
- Forum: Ideas and Suggestions
- Topic: New Achievement Ideas
- Replies: 120
- Views: 42719
Re: New Achievement Ideas
Maybe some Nuclear power/atomic bomb related:
? - Research nuclear power
EBR-1 - Build first reactor
Manhattan Project - Research Atomic Bomb
Mutual assured destruction - Build an Atomic Bomb but don't use it
? - Using atomic bomb
? - Research nuclear power
EBR-1 - Build first reactor
Manhattan Project - Research Atomic Bomb
Mutual assured destruction - Build an Atomic Bomb but don't use it
? - Using atomic bomb
- Fri Oct 13, 2017 12:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.34] Achievement progress doesn't survive hard shutdown
- Replies: 6
- Views: 3175
Re: [Rseding91] [0.15.34] Achievement progress doesn't survive hard shutdown
Thanks for the reply!
Optimization is a way of life
Since this is the only achievement that is "accumulative progress heavy" I'd suggest saving progress every 500k (this would trigger only 40 disk writes all together) and on a game exit.
Optimization is a way of life

Since this is the only achievement that is "accumulative progress heavy" I'd suggest saving progress every 500k (this would trigger only 40 disk writes all together) and on a game exit.
- Fri Oct 13, 2017 8:54 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.34] Achievement progress doesn't survive hard shutdown
- Replies: 6
- Views: 3175
[Rseding91] [0.15.34] Achievement progress doesn't survive hard shutdown
Playing on current steam version.
I was farming green circuits for Mass production 3, in-game achievement tracker was displaying 11M /20M.
I:
saved the game
Alt-Tab to browser windows
realized it's late and with the game still running hit Windows->Power->Shut down
Today Achievemnt tracker ...
I was farming green circuits for Mass production 3, in-game achievement tracker was displaying 11M /20M.
I:
saved the game
Alt-Tab to browser windows
realized it's late and with the game still running hit Windows->Power->Shut down
Today Achievemnt tracker ...