Search found 510 matches

by Illiander42
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...
by Illiander42
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?
by Illiander42
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?
by Illiander42
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...
by Illiander42
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.
by Illiander42
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)
by Illiander42
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.
by Illiander42
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.
by Illiander42
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...
by Illiander42
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?
by Illiander42
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...
by Illiander42
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.
by Illiander42
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...
by Illiander42
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.
by Illiander42
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...
by Illiander42
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...
by Illiander42
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...
by Illiander42
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...
by Illiander42
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 ...
by Illiander42
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.

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