Search found 28 matches
- Wed Jan 08, 2025 11:01 pm
- Forum: News
- Topic: Friday Facts #438 - Space Age wrap up
- Replies: 108
- Views: 35821
Re: Friday Facts #438 - Space Age wrap up
I kinda hoped for a "content-update", where new content may still be added… especially when it comes to locomotion. E-Trains, motorcycles, "hypertubes", ships - aircraft probably don't make any sense? And some Logistic-Interfaces, like "nixie tubes" mod, to make displays of numbers - and symbols ...
- Sun Dec 01, 2024 11:00 pm
- Forum: Ideas and Suggestions
- Topic: Reading recipe of assembler.
- Replies: 0
- Views: 233
Reading recipe of assembler.
TL;DR
Reading recipe of assembler.
What?
In the menus, where we can set what an assembler should act on the logic wires it is connected. Adding the option, not only to have one tick of a given signal, but also a permanent signal of the set recipe.
Why?
In the early days, resources and ...
Reading recipe of assembler.
What?
In the menus, where we can set what an assembler should act on the logic wires it is connected. Adding the option, not only to have one tick of a given signal, but also a permanent signal of the set recipe.
Why?
In the early days, resources and ...
- Sat Nov 09, 2024 8:40 pm
- Forum: Ideas and Suggestions
- Topic: Biter Build up more intuitive
- Replies: 11
- Views: 1177
Biter Build up more intuitive
I am a fairly slow builder and like to spend my first half of the game not over producing any items in bulk, since every new resource patch becomes harder to capture and secure and to hold.
And what brings me in a bad situation - the time evolution. I end up with big biters before bots or laser ...
And what brings me in a bad situation - the time evolution. I end up with big biters before bots or laser ...
- Sat May 04, 2024 8:47 am
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 52095
Re: Friday Facts #409 - Diminishing beacons
Rarely ever fiddled with Beacons.
Overall, i am excited for the addon though not for everything alike. Especially the quality levels seems to become a nightmare - for every min/max gamer. And I see it coming, the recycle loops for non-legendary items, just to give it another try.
And at the same ...
Overall, i am excited for the addon though not for everything alike. Especially the quality levels seems to become a nightmare - for every min/max gamer. And I see it coming, the recycle loops for non-legendary items, just to give it another try.
And at the same ...
- Mon Feb 05, 2024 7:45 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 26193
Re: Friday Facts #396 - Sound improvements in 2.0
Really amazed what unexpected difference the inventory sound makes. Not sure how i feel about the non-hostile critter sounds. Guess I'd be looking around for things whenever i hear a strange noice but cant see where it comes from. Unless the critter becomes visible ofc. Environment in general.
One ...
One ...
- Sat Nov 11, 2023 9:37 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 101842
Re: Friday Facts #384 - Combinators 2.0
Excited about these changes way more than is good for me.
Functions I really want to see:
D-Latch - To capture a moment in time and hold it Not technically combinators, but some means to display output - we have colors, but no numbers and what I would love would be graphs, since it allows for ...
Functions I really want to see:
D-Latch - To capture a moment in time and hold it Not technically combinators, but some means to display output - we have colors, but no numbers and what I would love would be graphs, since it allows for ...
- Sun Sep 24, 2023 10:53 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 266740
Re: Friday Facts #375 - Quality
I do not like this "quality" aspect either. For some aspects it might be ok, but it produces a lot of overhead just to get rid of things.
If it has to be that way, I'd prefer to have a chance, like the Uran enrichment - you set the desired quality (and if it is allowed to be better ??) and the ...
If it has to be that way, I'd prefer to have a chance, like the Uran enrichment - you set the desired quality (and if it is allowed to be better ??) and the ...
- Sun Jun 14, 2020 3:52 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 93763
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Another reason, why fluid mixing is a pain, is, because we don't have proper entities to manage fluids.
Compared to belts, we do not have splitters, filters or different kind of "capacity entities" (different items/s).
I would love to have a vanilla "fluid-filter" that is 1x3 big, so you can plump ...
Compared to belts, we do not have splitters, filters or different kind of "capacity entities" (different items/s).
I would love to have a vanilla "fluid-filter" that is 1x3 big, so you can plump ...
- Sun Aug 25, 2019 8:30 am
- Forum: Mods
- Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
- Replies: 86
- Views: 59411
Re: [MOD 0.16, 0.17] Realistic Electric Trains
Feedback:
Love the idea trouble at covering 100% of rails (attachment) Higher capacity or batteries as fuel - so they would be able to accelerate out of a dead spot[*
Personally - I would like to see the rails modded - not the signals. Guess this would be more of a graphical challenge - but would ...
Love the idea trouble at covering 100% of rails (attachment) Higher capacity or batteries as fuel - so they would be able to accelerate out of a dead spot[*
Personally - I would like to see the rails modded - not the signals. Guess this would be more of a graphical challenge - but would ...
- Sun Aug 04, 2019 3:28 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.62] Signal Latency
- Replies: 2
- Views: 1812
[0.17.62] Signal Latency
TL;DR
Train-Stations enabled by a signal (i.e. Decider) which also triggers a Circuit condition of a Train, causes the train to skip this station, if this is (usually) the next stop.
Why?
I use deciders on Train-Staitons to determine if it makes sense for a train to come. And this for basically ...
Train-Stations enabled by a signal (i.e. Decider) which also triggers a Circuit condition of a Train, causes the train to skip this station, if this is (usually) the next stop.
Why?
I use deciders on Train-Staitons to determine if it makes sense for a train to come. And this for basically ...
- Mon Jun 10, 2019 11:22 am
- Forum: Duplicates
- Topic: [0.17.47] Crash during "blueprinting" (trains?)
- Replies: 0
- Views: 906
[0.17.47] Crash during "blueprinting" (trains?)
TL;DR
Crash upon placing blueprints and order decunstruction and cancel individual decunstruction (overlap sections of blueprint and built entities).
0.001 2019-06-10 01:07:07; Factorio 0.17.47 (build 45537, win64, steam)
0.001 Operating system: Windows 10 (version 1803)
0.001 Program ...
Crash upon placing blueprints and order decunstruction and cancel individual decunstruction (overlap sections of blueprint and built entities).
0.001 2019-06-10 01:07:07; Factorio 0.17.47 (build 45537, win64, steam)
0.001 Operating system: Windows 10 (version 1803)
0.001 Program ...
- Tue Mar 19, 2019 11:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.16] Invalid value "false" of TextureCompression on startup
- Replies: 2
- Views: 4502
[0.17.16] Invalid value "false" of TextureCompression on startup
I run factorio on a Laptop and host factorio headless on LAN (Steam version, via command line startup headless).
However, I try to keep my versions updated. On update x.16, I couldn't rund my batchfile
Batchfile script G:
cd "G:\Steam Games\steamapps\common\Factorio"
.\bin\x64\factorio --start ...
However, I try to keep my versions updated. On update x.16, I couldn't rund my batchfile
Batchfile script G:
cd "G:\Steam Games\steamapps\common\Factorio"
.\bin\x64\factorio --start ...
- Tue Mar 05, 2019 12:38 pm
- Forum: Duplicates
- Topic: [0.17.5] Crash on Research Screen
- Replies: 1
- Views: 1027
[0.17.5] Crash on Research Screen
Game crashed upon hitting <Esc> on the Research Screen - I did some cancellation on queued projects and queued new ones (basically reorder).
It crashed, as stated, upon hitting <Esc>, not while I was at the screen.
It may be relevant:
Upon experiencing some crashes recently, I activated Autosave ...
It crashed, as stated, upon hitting <Esc>, not while I was at the screen.
It may be relevant:
Upon experiencing some crashes recently, I activated Autosave ...
- Sat Mar 02, 2019 11:16 pm
- Forum: Ideas and Suggestions
- Topic: Re-use of Tier 0 stuff
- Replies: 1
- Views: 985
Re-use of Tier 0 stuff
TL;DR
There are few -vanilla- ways, and with 0.17. even less to get rid off burner inserter, spaghetti-poles and such.
What ?
We were used to be able to use wooden-chests and small electric poles as fuel, this is as in 0.17 removed. We usually build plenty of those, and other stuff (like ...
There are few -vanilla- ways, and with 0.17. even less to get rid off burner inserter, spaghetti-poles and such.
What ?
We were used to be able to use wooden-chests and small electric poles as fuel, this is as in 0.17 removed. We usually build plenty of those, and other stuff (like ...
- Sat Jan 12, 2019 2:00 am
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 52838
Re: Friday Facts #277 - GUI progress update
I barely got into the Wave-Defense - If I recall right, you have to defend a given structure and build your factory around it - with main concern about the defence. You still have to produce everything - but have less harsh starting condition.
What I expected: ... a more classy version of this ...
What I expected: ... a more classy version of this ...
- Fri Sep 21, 2018 5:19 pm
- Forum: News
- Topic: Friday Facts #261 - Performance + New player interaction
- Replies: 94
- Views: 50431
Re: Friday Facts #261 - Performance + New player interaction
https://www.factorio.com/blog/post/fff-261
Despite i know that UI is under construction, I might say something...
I for one, think that the menu should be more categorized. Like, 5dim mods do (for example) - maybe not that specific.
But it would nice to see "logistic stuff" at a separate tab ...
- Fri Sep 21, 2018 8:49 am
- Forum: Ideas and Suggestions
- Topic: electric trains
- Replies: 176
- Views: 89396
Re: Electric Locomotives & Other Rail Cars
[quote=eradicator post_id=378667 time=1536860975 user_id=24632]
[quote=bobingabout post_id=378629 time=1536834481 user_id=1693]
[quote=eradicator post_id=378625 time=1536833364 user_id=24632]@Bob:
Accumulator cars too? Hm. I'd have thought that a train with accumulators (built-in or seperate ...
[quote=bobingabout post_id=378629 time=1536834481 user_id=1693]
[quote=eradicator post_id=378625 time=1536833364 user_id=24632]@Bob:
Accumulator cars too? Hm. I'd have thought that a train with accumulators (built-in or seperate ...
- Fri Sep 21, 2018 8:13 am
- Forum: Development Proposals
- Topic: Peace with Aliens
- Replies: 205
- Views: 251495
Re: Peace with Aliens
I would love to have a more environment friendly approach. Since I do not like to scale my base to infinite extends and optimize everything - specially onward the point you have robots - I also try to avoid removing the cliffs.
However, I basically do not care that much about the biters, but more ...
However, I basically do not care that much about the biters, but more ...
- Sun Sep 16, 2018 10:50 pm
- Forum: Ideas and Suggestions
- Topic: [GUI] Increment / Decrement Buttons
- Replies: 0
- Views: 1390
[GUI] Increment / Decrement Buttons
I did not much of an search, since GUI / increment&decrement did end up in no or " research increment", which is not my point.
I often visualize stuff with (small) lamps, for example fluids, item-counts, battery-charge, etc... And I find myself often increment numbers by small amounts, since ...
I often visualize stuff with (small) lamps, for example fluids, item-counts, battery-charge, etc... And I find myself often increment numbers by small amounts, since ...
- Fri Sep 14, 2018 3:43 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 148559
Re: Friday Facts #260 - New fluid system
1/6 1/6 2/6 1/6 1/6
If so, that sucks. Hope they'll fix the pipe auto-connection then.
While I would also like to dictate how pipes connect, I don't see why this is an argument for it. How would you split 1 pipe into 5 to force 1/5th flow in each by specifying connections, that couldn ...