Search found 205 matches
- Wed Nov 15, 2023 8:37 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 294
- Views: 24391
Re: Friday Facts #384 - Combinators 2.0
As we speak about Combinators and constants... Sometime we need to know current value of game constants to tune factory better. The best example seems to be the stack inserter item limit. It increase with proper research and so we cannot hardcore it. Please add some ability to use current value of s...
- Sun Nov 12, 2023 8:46 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 294
- Views: 24391
Re: Friday Facts #384 - Combinators 2.0
On top, you probably didnt think about new players. The new menu looks intimidating right at begining. When new player connect first wire and see massive menu with all the buttons, natural reaction is - run away. Would you cosider combinatioin of old (minimalistic on start) method AND the new linke...
- Sun Nov 12, 2023 9:32 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 294
- Views: 24391
Re: Friday Facts #384 - Combinators 2.0
On top, you probably didnt think about new players. The new menu looks intimidating right at begining. When new player connect first wire and see massive menu with all the buttons, natural reaction is - run away. Would you cosider combinatioin of old (minimalistic on start) method AND the new linke...
- Sat Nov 11, 2023 11:44 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 294
- Views: 24391
Re: Friday Facts #384 - Combinators 2.0
Another idea: allow circuit signals to enable/disable splitters, set filters (but not which side is the filtered output) and read contents. Alternatively, have both sides of the splitter have different inputs and outputs for more control. I would also like to see similar controls on underground bel...
- Fri Nov 10, 2023 8:27 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 294
- Views: 24391
Re: Friday Facts #384 - Combinators 2.0
Great Thanks! But why is Arithmetic Combinator 2.0 cannot work like GreenSignal / RedSignal ? It would be useful. Also ability to have something like GreenMinusRed on input side would be useful for some schemes. Yet another Combinator add yet another tick of time. I hope Green / Red would be also se...
- Sun Jun 25, 2023 8:13 pm
- Forum: Ideas and Suggestions
- Topic: perspective steering
- Replies: 8
- Views: 1037
Re: perspective steering
The ability to set the jeep controls so that hitting left goes left of screen (either turning to the left of screen, or going backwards if it is facing right of screen), rather than left of the vehicle. As far as I know there are three movement types in Factorio. Fourth is Train, but it is on rails...
- Fri Jan 15, 2021 6:33 am
- Forum: Ideas and Suggestions
- Topic: Belt Labels
- Replies: 17
- Views: 7226
- Fri Jan 15, 2021 6:22 am
- Forum: Ideas and Suggestions
- Topic: New Feature: Allow reordering logistics requester slots
- Replies: 43
- Views: 14606
Re: change request location instead of 'a request for this item already exists'
But this suggestion allow to change location easily.
- Tue Jan 12, 2021 3:20 pm
- Forum: Ideas and Suggestions
- Topic: New Feature: Allow reordering logistics requester slots
- Replies: 43
- Views: 14606
- Tue Jan 12, 2021 11:03 am
- Forum: Ideas and Suggestions
- Topic: Disallow power poles to be automatically placed over ghosts
- Replies: 15
- Views: 2901
Re: Disallow power poles to be automatically placed over ghosts
I prefer to place s->n inserter in this case. I.e. use ghost's orientation.5thHorseman wrote: βMon Jan 11, 2021 11:53 pmyou can't place a n->s inserter over a ghost of a s->n inserter.
- Sat Dec 05, 2020 5:25 pm
- Forum: Ideas and Suggestions
- Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
- Replies: 67
- Views: 18903
Re: Option to disable no-power flashing
Hm. Really. That is bad.
As I see "no input" is "starving", while "no output" is "done".
But that is dev's design, ofc.
As I see "no input" is "starving", while "no output" is "done".
But that is dev's design, ofc.
- Sat Dec 05, 2020 5:13 pm
- Forum: Ideas and Suggestions
- Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
- Replies: 67
- Views: 18903
Re: Option to disable no-power flashing
Yellow as no output is better.
it is too helpful to distinguish in and out problems.
Why not blue as off because of no power?
- Sat Dec 05, 2020 10:34 am
- Forum: Ideas and Suggestions
- Topic: Resize Right hand UI
- Replies: 5
- Views: 1342
- Sat Dec 05, 2020 10:27 am
- Forum: Ideas and Suggestions
- Topic: Splitter GUI, clickable graphical priorities
- Replies: 17
- Views: 3886
Re: Splitter GUI, clickable graphical priorities
+1. I do not mistake on splitters usually but this looks good.
- Fri Dec 04, 2020 7:54 pm
- Forum: Implemented in 2.0
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 33549
Re: Force (Shift) Blueprint placement improvements
When I use BP most often cases are: 1.Put it here if it fit 2.Put it here it should work and some options like repeating, connecting, landfilling etc. First case good as is. Without shift. Second case internally involve "remove anything preventing, but place only if it possible". Now shift...
- Tue Nov 24, 2020 2:50 pm
- Forum: Ideas and Suggestions
- Topic: Editing in map view
- Replies: 12
- Views: 4024
Re: Editing in map view
When outside of the character reach-range, clicking on an entity that has an interface should bring it up in "view-only" mode. In this mode, settings cannot be changed and inventories cannot be accessed, only viewed. If the entity is in roboport construction range, allow settings to be ma...
- Sat Nov 21, 2020 9:23 pm
- Forum: Outdated/Not implemented
- Topic: Set chain signals to red via circuit network
- Replies: 95
- Views: 23508
Re: Set chain signals to red via circuit network
This is not a garbage. But in your eyes it is. I can live without it. But prefer it be. I can change the rail signal. But which? Chain signal can get their state from different and I have no means to find one. There are many things in universe which are unintuitive and even counter-intuitive. But th...
- Sat Nov 21, 2020 6:04 pm
- Forum: Outdated/Not implemented
- Topic: Set chain signals to red via circuit network
- Replies: 95
- Views: 23508
Re: Set chain signals to red via circuit network
why does it have to be something to change in the base game Because in other case game would not evolve. This forum is full of things suggested by players to developers. For example this thread is about weird looking situation about railway signals. Fix for it would be useful but developers said it...
- Thu Nov 19, 2020 4:40 pm
- Forum: Ideas and Suggestions
- Topic: Health/Shield/Battery bars above quick bars or character/vehicle quick inventory
- Replies: 4
- Views: 1503
Re: Health/Shield/Battery bars above quick bars or character/vehicle quick inventory
Different colors to not misread it.
For now health/shield hidden if full iirc. What would be now?
Also. Would player's shield cover vehicle? Wasted resource?
- Wed Nov 18, 2020 5:56 pm
- Forum: Outdated/Not implemented
- Topic: Auto rotate when placing over a ghost to match the ghost's rotation
- Replies: 10
- Views: 2976
Re: Auto rotate when placing over a ghost to match the ghost's rotation
Others do make a good point though; you're not really meant to be manually building ghosts in the first place; that's what construction bots are for. Making that process easier seems a bit unbalanced. The best way to plan what where should be built is to use ghosts. And who would be meant to build ...