Search found 85 matches

by CzBuCHi
Sun Sep 20, 2020 1:34 am
Forum: Ideas and Suggestions
Topic: Underground pipe / belt simmillar to poles
Replies: 1
Views: 240

Underground pipe / belt simmillar to poles

TL;DR Make game place undergorund pipe | belt sooner if target location is blocked. What ? When dragging power poles game is placing them at max wire distance -or- little bit sooner when target tile(s) are occupied so wire is still attached. Do simmilar thing for placing underground belts/pipes (ex...
by CzBuCHi
Sat Aug 15, 2020 5:49 pm
Forum: Ideas and Suggestions
Topic: Save game dialog should show current game info if no existing save is selected
Replies: 4
Views: 385

Re: Save game dialog should show current game info if no existing save is selected

If player is trying to be lazy bastard with no spoon it is quite important to know current playtime - currently only way to know that is to save game and then open "load game" dialog to see. The console command /time will print the current playtime. It will not disable achievements. oh .....
by CzBuCHi
Sat Aug 15, 2020 10:45 am
Forum: Ideas and Suggestions
Topic: Save game dialog should show current game info if no existing save is selected
Replies: 4
Views: 385

Save game dialog should show current game info if no existing save is selected

TL;DR As title says - if another save is selected, game will load map version, scenario, difficulty, playtime and mods from save but these are empty if new save name is typed - show there current game stats instead (maybe with different color or something). What ? Save game dialog has fixed labels ...
by CzBuCHi
Sat Aug 08, 2020 11:45 am
Forum: Ideas and Suggestions
Topic: Tweak miner hitbox, so player can move between two miners facing from each other.
Replies: 8
Views: 389

Tweak miner hitbox, so player can move between two miners facing from each other.

TL;DR Tweak miner hitbox, so player can move between two miners facing from each other. What ? New miner graphics show 'path' behind miners if facing from each other (left from engineer on image), but that 'path' is unwalkable. Untitled.png Why ? Mailny because it is little confusing (even after 20...
by CzBuCHi
Fri Aug 07, 2020 11:11 am
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 77709

Re: Friday Facts #359 - Crash site: The beginning

However, I noticed that on the technology icon of the logistic 1 research, the underground-belt on the top right faces the wrong way. On the logistics 2,3 icon, it is correct. ... cannot use now :o Abount mining drill: How the heck you make something better, that looked perfect??? Also i dont see a...
by CzBuCHi
Fri Jul 31, 2020 7:47 am
Forum: Ideas and Suggestions
Topic: New blueprints - absolute reference point grid size
Replies: 2
Views: 1940

Re: New blueprints - absolute reference point grid size

TL;DR: After good night sleep i get to same conclusion ... Original reasoning behind this was, that i created chunk aligned city block rails that span over 7x7 chunks and then when placed on map it wouldn't align with my first (non-bp) block - like this: (because of grid size 224x224) +-------+ <- o...
by CzBuCHi
Thu Jul 30, 2020 10:26 pm
Forum: Ideas and Suggestions
Topic: New blueprints - absolute reference point grid size
Replies: 2
Views: 1940

New blueprints - absolute reference point grid size

TL;DR Add optional separate grid size when BP is positioned absolutely. What ? Imagine blueprint, that has 96x96 grid size and is absoultely positioned to fit 3x3 chunks as a result top left corner of this BP can be placed only in top left corner of chunks [0,0], [0,3], [0,6], ..., [3,0], [3,3], .....
by CzBuCHi
Sun Jul 26, 2020 1:21 pm
Forum: Ideas and Suggestions
Topic: Temporary Station circuit condition tweak
Replies: 0
Views: 125

Temporary Station circuit condition tweak

What? Tweak temporary station circuit condition when train reach it so: "5s passed" if player is not in train "5s passed AND Passenger present" if player is in train Why? To differentiate, if train should wait for player (personal train) or not (some random hijacked train, that ...
by CzBuCHi
Sun Jul 26, 2020 1:08 pm
Forum: Not a bug
Topic: "cannot mix different fluid" error not triggered if unpowered
Replies: 1
Views: 229

"cannot mix different fluid" error not triggered if unpowered

vanila game version: 0.18.36 how to reproduce: 1. place chemical plant 2. set recipe, that uses differnet fluids 3. connect plant inputs - game will not throw "cannot mix different fluid" error i think, it is because pipe is empty and chemical plant input do not 'lock' pipe to specific flu...
by CzBuCHi
Sun Jul 12, 2020 9:16 am
Forum: Not a bug
Topic: [0.18.36] Placing locomotive on its ghost does not restore the ghosts schedule
Replies: 2
Views: 368

[0.18.36] Placing locomotive on its ghost does not restore the ghosts schedule

How to reproduce: 1. Place locomotive & assign shedule to it 2. Create blueprint of given locomotive & place it on another track 3. Manually place locomotive on ghosted one even if you try to place it perfectly on top of ghost (almost impossible) placed locomotive will not have shedule assig...
by CzBuCHi
Mon Jun 22, 2020 3:57 pm
Forum: News
Topic: Friday Facts #352 - New website
Replies: 83
Views: 16956

Re: Friday Facts #352 - New website

Any chance, that there will be bluepints section on it? (clone of mods section would do the trick) - maybe with BP library overhaul (search for BP from game itself) after 1.0 ? I doubt it... Remember the "controversial" FFF ? https://factorio.com/blog/post/fff-309 There's a paragraph by T...
by CzBuCHi
Mon Jun 22, 2020 2:15 pm
Forum: News
Topic: Friday Facts #352 - New website
Replies: 83
Views: 16956

Re: Friday Facts #352 - New website

Hey nice design for web site! Any chance, that there will be bluepints section on it? (clone of mods section would do the trick) - maybe with BP library overhaul (search for BP from game itself) after 1.0 ? PS: Yea i know about factorioprints.com / factorio.school but i think, that BPs could / shoul...
by CzBuCHi
Mon May 11, 2020 3:40 pm
Forum: Implemented Suggestions
Topic: Deconstruction planner & tiles
Replies: 2
Views: 375

Re: Deconstruction planner & tiles

Oh ... how the heck i didnt see that ... :shock:
by CzBuCHi
Sat May 09, 2020 10:18 am
Forum: Implemented Suggestions
Topic: Deconstruction planner & tiles
Replies: 2
Views: 375

Deconstruction planner & tiles

TL;DR Add checkboxes to "Entites" and "Tiles" tabs on deconstruction planner settings window that would enable/disable planner for given tab. What ? Currently deconstruction planner configured to remove "stone path" tile will not mark any tile for deconstruct if entity...
by CzBuCHi
Tue Apr 14, 2020 7:39 am
Forum: Not a bug
Topic: [0.18.18] white rail car indicator in "wrong" position
Replies: 5
Views: 549

Re: [0.18.18] white rail car indicator in "wrong" position

I don't think they shift per signal position. I think they shift per track piece. So both lights result in the outline being over the same track pieces, whereas if the light were one more position to the right, the outline would shift to the next track piece. If you look at that single track piece ...
by CzBuCHi
Sat Apr 11, 2020 5:43 pm
Forum: Not a bug
Topic: [0.18.18] white rail car indicator in "wrong" position
Replies: 5
Views: 549

[0.18.18] white rail car indicator in "wrong" position

On attached image im showing what i mean:

Top rail car indicator is on same x position as bottom one even when it "should" be one tile to the right, because coresponding rail signal is also one tile to the right.
by CzBuCHi
Fri Mar 27, 2020 12:00 am
Forum: Ideas and Suggestions
Topic: Personal construction bots will ignore items on hand
Replies: 3
Views: 467

Re: Personal construction bots will ignore items on hand

Isn’t that already function wise implemented by the toggeable personal roboports (prp)? That will completely disable personal robots (good function to have too). My proposal would make bots ignore one specific item but still place all other items. More roboports dont help either - ratio between ava...
by CzBuCHi
Wed Mar 25, 2020 12:18 pm
Forum: Ideas and Suggestions
Topic: Personal construction bots will ignore items on hand
Replies: 3
Views: 467

Personal construction bots will ignore items on hand

TL;DR Personal construction bots will ignore all items in inventory, that are currently on hand. What ? Construction bots will ignore ALL stack of item, that is currently in player hand (Even if player has 40 stack in inventory). Why ? For example when building smelter array: - im helping by placin...
by CzBuCHi
Sun Mar 01, 2020 4:44 pm
Forum: Gameplay Help
Topic: Construction bots not building (edit: they do, but only after a while)
Replies: 8
Views: 1166

Re: Construction bots not building (edit: they do, but only after a while)

I think i figured why my bots didnt do anything - i connected my "mall network" to "defense network" because i was lazy to bring resources and forget about it bots where traveling over 30+ chunks and there was lots of ghosts ...
by CzBuCHi
Sun Mar 01, 2020 4:39 pm
Forum: Ideas and Suggestions
Topic: Update planner equvalent for combinators
Replies: 2
Views: 312

Re: Update planner equvalent for combinators

i was trying to create requester chest (request send via signal) that when fullfiled will send its content via belt to another location (provider chest in different roboport network - didnt wanna to merge them) ended up with 9 combinators for single signal (couldnt figure out how to use "each&q...

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