Search found 14 matches
- Mon Aug 20, 2018 3:14 pm
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 47093
Re: Friday Facts #256 - The little things 3
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 netwo...
- Sun Jul 01, 2018 9:23 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 69887
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 destro...
- Sun Jul 01, 2018 8:51 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 69887
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 checkb...
- Sat May 19, 2018 9:41 am
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 59126
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: 3688
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 d...
- Fri Apr 20, 2018 7:35 am
- Forum: Implemented Suggestions
- Topic: Character logistic slots color code for delivery/satisfied
- Replies: 9
- Views: 4218
- 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: 25965
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: 5013
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 ...
- Mon Jan 15, 2018 5:59 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 371982
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 slow...
- Sun Jan 14, 2018 9:05 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 371982
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 access ...
- Fri Jan 12, 2018 9:52 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 371982
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 typ...
- Tue Oct 24, 2017 1:03 pm
- Forum: Ideas and Suggestions
- Topic: New Achievement Ideas
- Replies: 120
- Views: 32790
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: 2630
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: 2630
[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 show 7.8M ...