Search found 478 matches
- Fri Oct 20, 2023 1:12 pm
- Forum: Implemented in 2.0
- Topic: Comments on Deciders, possibly other entities
- Replies: 64
- Views: 20955
Re: Notes/Comments on Entities
I didn't know that I needed this until now.
- Wed Oct 18, 2023 6:53 pm
- Forum: Ideas and Suggestions
- Topic: Train Physics Realism
- Replies: 3
- Views: 473
Re: Train Physics Realism
I think Factorio currently does Accelleration and air resistence.
Overloaded Trains adds wieght.
I think friction is a constant currently?
Overloaded Trains adds wieght.
I think friction is a constant currently?
- Tue Oct 17, 2023 1:35 pm
- Forum: Ideas and Suggestions
- Topic: Not zoom to cursor
- Replies: 41
- Views: 4029
Re: Not zoom to cursor
I'm not. I'm talking about how everyone expects you to.Vulkandrache wrote: ↑Tue Oct 17, 2023 12:11 pmCan you explain to me why you insist on knowing better then me how i use keyboard and mouse to control my pc?
- Tue Oct 17, 2023 8:27 am
- Forum: Frequently Suggested / Link Collections
- Topic: Female Character
- Replies: 21
- Views: 17818
Re: Female Character
Bump because 2.0 is letting me dream.
- Tue Oct 17, 2023 12:27 am
- Forum: Ideas and Suggestions
- Topic: Not zoom to cursor
- Replies: 41
- Views: 4029
Re: Not zoom to cursor
Because you're going to be interacting with the thing you're looking at. And you interact with things in this game with the cursor. That, again, has nothing to do with what im talking about. Or maybe it does even, but in my favor. If your cursor is near the thing you're wanting to interact with, th...
- Mon Oct 16, 2023 7:15 pm
- Forum: Ideas and Suggestions
- Topic: Not zoom to cursor
- Replies: 41
- Views: 4029
Re: Not zoom to cursor
You don't automatically move your cursor to where you're looking on the screen? No, why would i do that? If anything i move it into the corner so its out of the way. Because you're going to be interacting with the thing you're looking at. And you interact with things in this game with the cursor.
- Mon Oct 16, 2023 5:23 pm
- Forum: Ideas and Suggestions
- Topic: Make underground belts upgrade for length while dragging
- Replies: 2
- Views: 375
Re: Make underground belts upgrade for length while dragging
One problem with this is knowing what you have available. Should it only use lengths you've researched? Built at least one of? Built enough of that the combination of logi network and player inventory have enough? Not saying this wouldn't be good, but it's a little more complicated than first blush ...
- Mon Oct 16, 2023 5:20 pm
- Forum: Ideas and Suggestions
- Topic: Distinguish mods enabled by dependency as opposed to manually
- Replies: 6
- Views: 1070
Re: Distinguish mods enabled by dependency as opposed to manually
I hate to do this, but I'm gonna bump this post, as it's still really annoying to not have this. My current approach is to disable all mods, then enable the ones I want, but then there are some I always want, and always have to enable - honestly this alone reduces the number of mods I use by a huge...
- Mon Oct 16, 2023 5:18 pm
- Forum: Ideas and Suggestions
- Topic: Not zoom to cursor
- Replies: 41
- Views: 4029
Re: Not zoom to cursor
And why would that be "correct" without a mouse. Because without a cursor to tell the game "this is where I'm looking" zooming to the centre of the screen is the best guess it can make. I want the zoom to happen independent of the position of the mouse so i can pan with the keyb...
- Mon Oct 16, 2023 2:44 pm
- Forum: Ideas and Suggestions
- Topic: Not zoom to cursor
- Replies: 41
- Views: 4029
Re: Not zoom to cursor
Consider that your screen is always centered on the engineer. But that's not the case in map view. When you zoom, perhaps you want to zoom in relation to the engineer, not the mouse. Why? Why does the location of the engineer matter when in map view? This is what I usually want, and if my mouse is ...
- Mon Oct 16, 2023 10:37 am
- Forum: Ideas and Suggestions
- Topic: Not zoom to cursor
- Replies: 41
- Views: 4029
Re: Not zoom to cursor
You can. Traverse speed is dependent on zoom level, so the map moves faster when you're zoomed out. Thats not what im talking about either. I want the view to always zoom to the center of the screen, not the position of the mouse. The only situation I can think of where this would be correct behavi...
- Sun Oct 15, 2023 9:09 pm
- Forum: Ideas and Suggestions
- Topic: Player character color setup
- Replies: 4
- Views: 645
Re: Player character color setup
Seconding.
Same logic as the pickaxe item removal.
Every game, while running to my first rock I open up the character menu and set my character colour.
Same logic as the pickaxe item removal.
Every game, while running to my first rock I open up the character menu and set my character colour.
- Sun Oct 15, 2023 9:07 pm
- Forum: Ideas and Suggestions
- Topic: Not zoom to cursor
- Replies: 41
- Views: 4029
Re: Not zoom to cursor
You can. Traverse speed is dependent on zoom level, so the map moves faster when you're zoomed out.Vulkandrache wrote: ↑Sun Oct 15, 2023 8:56 amIm asking to be able to move the map with the keyboard without having to worry about the position of the cursor.
- Sun Oct 15, 2023 9:03 pm
- Forum: Ideas and Suggestions
- Topic: Dual screen support/use
- Replies: 19
- Views: 15913
- Sat Oct 14, 2023 1:01 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 181
- Views: 32599
Re: Friday Facts #380 - Remote view
Suggestion topicdeer_buster wrote: ↑Fri Oct 13, 2023 8:26 pmCan we get the ability to upgrade via blueprint? (e.g. One blueprint has yellow belts, assembler 1, interters....upgrade blueprint has red/2/fast). And I mean using regular blueprints, not the upgrade planner...which isn't a blueprint
- Fri Oct 13, 2023 11:36 pm
- Forum: Ideas and Suggestions
- Topic: Create module request when placing ghost over existing building
- Replies: 33
- Views: 6061
Re: Create module request when placing ghost over existing building
Can we get confirmation that this is now vanilla, or are you saving it for a FFF?
Because not doing this with the new Ghost mechanics just seems cruel.
Because not doing this with the new Ghost mechanics just seems cruel.
- Fri Oct 13, 2023 11:23 pm
- Forum: Ideas and Suggestions
- Topic: Engorged centipede: Compress late game biter swarms into one entity
- Replies: 3
- Views: 521
Re: Engorged centipede: Compress late game biter swarms into one entity
It's a massive UPS saver if you're playing biter-heavy
- Wed Oct 11, 2023 6:29 pm
- Forum: Ideas and Suggestions
- Topic: Export blueprint as image
- Replies: 6
- Views: 1384
Re: Export blueprint as image
That would be a cool little feature.
It's in the same bucket as controlling the gamer lights on keyboards, but still would be cool
It's in the same bucket as controlling the gamer lights on keyboards, but still would be cool
- Mon Oct 09, 2023 5:19 pm
- Forum: General discussion
- Topic: Anyone else got hyped enough about space age that they had to dive into space exploration?
- Replies: 17
- Views: 3751
Re: Anyone else got hyped enough about space age that they had to dive into space exploration?
Opposite.
I'm going to wait for all the new space features to get incorporated into Space Exploration before I try it again.
I'm going to wait for all the new space features to get incorporated into Space Exploration before I try it again.
- Mon Oct 09, 2023 7:06 am
- Forum: Ideas and Suggestions
- Topic: Mining oil to unlock refinery and chem plant?
- Replies: 3
- Views: 574
Re: Mining oil to unlock refinery and chem plant?
Seconding.
Lock the recipies behind mining, not the buildings.
Because not letting us pre-buffer chem plants is going to be painful.
Lock the recipies behind mining, not the buildings.
Because not letting us pre-buffer chem plants is going to be painful.