Search found 510 matches
- Sun Jan 07, 2024 4:01 am
- Forum: Ideas and Suggestions
- Topic: Disable construction near enemies/fire
- Replies: 23
- Views: 5072
Re: Robot repairs / builds disable on attacks - Save (construction) robots from their doomed fate!
Somehow I feel the solution to this should involve the circuit network. If it would be possible to detect 'an attack' in a given area of a roboport this could maybe be done using circuits properly. However this would mean you have to take out the repair packs from the roboport, which is a bit cumbe...
- Sun Jan 07, 2024 3:59 am
- Forum: Ideas and Suggestions
- Topic: QoL: Add shortcut to copy/paste to blueprint strings directly
- Replies: 7
- Views: 934
Re: QoL: Add shortcut to copy/paste to blueprint strings directly
And why does Factorio have to use the OS clipboard when you paste in-game?
Why does Factorio only get a single clipboard?
Why does Factorio only get a single clipboard?
- Sat Jan 06, 2024 10:45 am
- Forum: Ideas and Suggestions
- Topic: QoL: Add shortcut to copy/paste to blueprint strings directly
- Replies: 7
- Views: 934
Re: QoL: Add shortcut to copy/paste to blueprint strings directly
Why not just put the blueprint string in the OS clipboard when you make one using CTRL+C or CTRL+X?
What does Factorio put in the OS clipboard on blueprint creation atm?
What does Factorio put in the OS clipboard on blueprint creation atm?
- Sat Jan 06, 2024 12:49 am
- Forum: Ideas and Suggestions
- Topic: Arithmetic combinator 2.0
- Replies: 0
- Views: 271
Arithmetic combinator 2.0
Given some new information (that the mapgen functions library will be available to players in blueprint parameters, rather than just in the modding api), I would very much like to be able to write something like this in the arithmetic combinator: ([rich-text-tag:each] * min([rich-text-tag:each:red-w...
- Sun Dec 31, 2023 2:16 am
- Forum: Ideas and Suggestions
- Topic: Steamworks Dynamic Cloud Sync
- Replies: 7
- Views: 739
Re: Steamworks Dynamic Cloud Sync
People leave cloud sync turned on?
I find it just breaks my saves directory.
I find it just breaks my saves directory.
- Tue Dec 26, 2023 11:51 pm
- Forum: Ideas and Suggestions
- Topic: Eletric Panel Mini Game
- Replies: 1
- Views: 379
Re: Eletric Panel Mini Game
So the belt challenge campaign, but for circuits?
I think mods can do campaigns like that?
(And we already have AND/OR/XOR/NOT/etc... They're on the arithmetic combinator and work bitwise)
I think mods can do campaigns like that?
(And we already have AND/OR/XOR/NOT/etc... They're on the arithmetic combinator and work bitwise)
- Tue Dec 26, 2023 1:00 pm
- Forum: Pending
- Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
- Replies: 28
- Views: 10488
Re: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
And an instance without jankey-quality on latest-experimental: Factorio process hanging on "unix_stream_read_generic"
Included everything I could see that might help.
Included everything I could see that might help.
- Mon Dec 25, 2023 8:34 pm
- Forum: Ideas and Suggestions
- Topic: QoL request: Temporary Blueprint Lock Keybind
- Replies: 7
- Views: 767
Re: QoL request: Temporary Blueprint Lock Keybind
Sounds like what you actually want is a "planning mode" where you can place a blueprint down and make modifications to it (including moving it as a whole) before toggling the blueprint to real and letting the bots build it.
Some form of "construction paper" overlay.
Some form of "construction paper" overlay.
- Mon Dec 25, 2023 12:36 pm
- Forum: Ideas and Suggestions
- Topic: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
- Replies: 42
- Views: 5077
Re: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
I think a very nice option would be to limit the recycler to final products, which can't take productivity modules. The reason would be much less the productivity cap, but opening up the space for alternate recipes as has been mentioned in a recent friday facts, for which the recycler is an issue a...
- Mon Dec 25, 2023 12:32 pm
- Forum: Ideas and Suggestions
- Topic: QoL request: Temporary Blueprint Lock Keybind
- Replies: 7
- Views: 767
Re: QoL request: Temporary Blueprint Lock Keybind
A bunch of blueprint extensions should probably get ascended then.
But why would you unfreeze before placing it?
But why would you unfreeze before placing it?
- Sun Dec 24, 2023 12:24 pm
- Forum: Ideas and Suggestions
- Topic: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
- Replies: 42
- Views: 5077
Re: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
- Recycler is planned but where in Tech Tree it would gonna appear is currently unknown The implication is that it's up near beacons and blue chests. - Global Productivity boosts for particular Intermediates are planned but where in Tech Tree these would gonna appear is currently unknown The implic...
- Thu Dec 21, 2023 3:30 pm
- Forum: Ideas and Suggestions
- Topic: Show radar coverage in map view
- Replies: 1
- Views: 452
Re: Show radar coverage in map view
Seconded.
I have a blueprint of two radars at exactly their coverage range specifically to work around this.
I have a blueprint of two radars at exactly their coverage range specifically to work around this.
- Thu Dec 21, 2023 3:29 pm
- Forum: Ideas and Suggestions
- Topic: Elevated rail unloading
- Replies: 6
- Views: 906
Re: Elevated rail unloading
I don't like the idea of simply dropping things. But I can imagine a special new inserter that can unload from elevated trains. But I wonder whether a train stop can be placed on elevated train tracks at all. And I see another problem. Factorio is a 2D game. I don't know if you can see what's happe...
- Thu Dec 21, 2023 3:27 pm
- Forum: Ideas and Suggestions
- Topic: Auto switch to ghost placement
- Replies: 1
- Views: 316
Re: Auto switch to ghost placement
In map view this should absolutely be the behaviour.
Would need to try it during burner city stage to see how I feel about it as non-map behaviour.
Would need to try it during burner city stage to see how I feel about it as non-map behaviour.
- Sun Dec 17, 2023 8:10 pm
- Forum: Implemented in 2.0
- Topic: Spidertron Group
- Replies: 15
- Views: 3263
Re: Spidertron Group
If you reduce group 1 to a single spider, that's what we have already. (google translate) The main objective is to reduce the number of remote controls. Don't you feel that it is inconvenient that as the number of spiders increases, the number of remote controls also increases? You only need the on...
- Sun Dec 17, 2023 12:43 am
- Forum: Outdated/Not implemented
- Topic: Diminishing returns on parallel research
- Replies: 12
- Views: 1884
Re: Diminishing returns on parallel research
Maybe there is a solution to this issue of rapid research but I don't think this is it. You also have to consider speedrunners or experts who actually CAN implement tech as fast as it unlocks. I'm no speedrunner (I average 14hrs for a vanilla rocket if I focus it) but I frequently have everything b...
- Sat Dec 16, 2023 8:51 pm
- Forum: Implemented in 2.0
- Topic: Spidertron Group
- Replies: 15
- Views: 3263
Re: Spidertron Group
You can use a spidertron remote to tell a spider to follow another spider, then clear the remote and the follow command will stay. (google translate) yes. I know that. But isn’t it uncomfortable? You designate units one by one and place them in your inventory or space. You tell 10 spiders to all fo...
- Fri Dec 15, 2023 1:43 pm
- Forum: Implemented in 2.0
- Topic: Spidertron Group
- Replies: 15
- Views: 3263
Re: Spidertron Group
You can use a spidertron remote to tell a spider to follow another spider, then clear the remote and the follow command will stay. (google translate) yes. I know that. But isn’t it uncomfortable? You designate units one by one and place them in your inventory or space. You tell 10 spiders to all fo...
- Fri Dec 15, 2023 12:16 pm
- Forum: Ideas and Suggestions
- Topic: Circuit wires in red science tier
- Replies: 7
- Views: 972
Re: Circuit wires in red science tier
Pretty sure with circuit wires moving to an itemless item 2.0 will do this. Circuit wires being "free" items in 2.0 makes me think they should ideally be a bit like the blueprint tools etc, where they are available from the start in new games after combinators are first researched in any ...
- Thu Dec 14, 2023 9:03 am
- Forum: Ideas and Suggestions
- Topic: Circuit wires in red science tier
- Replies: 7
- Views: 972
Re: Circuit wires in red science tier
Pretty sure with circuit wires moving to an itemless item 2.0 will do this.