Search found 15 matches

by NexGenration
Fri Nov 22, 2024 1:39 am
Forum: Ideas and Suggestions
Topic: [Fulgora] Show the lightning protection coverage when your character is outside of the range
Replies: 0
Views: 281

[Fulgora] Show the lightning protection coverage when your character is outside of the range

TL;DR:
Allow us to see the lightning protection coverage granted by lightning collectors/rods/etc at all times IF you are standing outside of the coverage.

Why?:
From a new player's perspective, the player might not outright know what the icon over your character's body means when they first land ...
by NexGenration
Fri Nov 22, 2024 1:22 am
Forum: Ideas and Suggestions
Topic: Move ghosts creating landfill and exploding cliffs to the "super ghost" feature
Replies: 0
Views: 204

Move ghosts creating landfill and exploding cliffs to the "super ghost" feature

TL;DR:
Make it so when I shift-click to make ghosts, it does not create a request to place landfill or explode cliffs. This function should be a ctrl+shift+click feature instead.

Why?:
Before 2.0, I would shift click when placing blueprints for turret walls and placing landmines so the blueprint ...
by NexGenration
Sat Nov 09, 2024 9:36 pm
Forum: Not a bug
Topic: automated space shipments deleting items if hub inventory fills up while rocket is being sent
Replies: 2
Views: 394

automated space shipments deleting items if hub inventory fills up while rocket is being sent

game version: 2.0.15

chain of events:
- send my ship to vulcanus with a request for 500 calcite
- ship flies to volcanus and arrives
- volcanus bots load calcite into silo
- ship clears enough space to hold the calcite
- silo sends rocket up
- ship fills up again because its still processing ...
by NexGenration
Mon Nov 04, 2024 12:12 pm
Forum: Resolved Problems and Bugs
Topic: [Hrusa][2.0.14] Asteroid collector stuck at computing navigation
Replies: 41
Views: 39981

Re: [Hrusa][2.0.14] Asteroid collector stuck at computing navigation

I have this issue too. Tried moving it, made sure its not nowhere near a chunk border, its collection range isn't overlapping with any others, theres plenty of solar power, theres an inserter pulling from it...idk whats happening. Attaching my save, its the collector on the bottom-left side of the ...
by NexGenration
Tue Oct 22, 2024 3:01 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.7] Minor typo in Solar System Edge description
Replies: 1
Views: 454

[Rseding91] [2.0.7] Minor typo in Solar System Edge description

I know it's more of a small nitpick and less of a bug, but still worth pointing out to be promptly placed on the bottom of the low priority list :P
Solar System Edge description: change "relative safety the crash landing site" to "relative safety of the crash landing site"
by NexGenration
Fri Aug 09, 2024 6:29 pm
Forum: News
Topic: Friday Facts #423 - Research info tooltip & Online players GUI
Replies: 64
Views: 16613

Re: Friday Facts #423 - Research info tooltip & Online players GUI

while these are good additions, a simple yet useful addition to the game seems to have been avoided here: let us turn off notifications for walls being destroyed. just walls. nothing else. ive become so desensitized to the "entity was destroyed" alert sound that i dont even notice it half the time.
by NexGenration
Wed Mar 13, 2024 8:45 pm
Forum: Implemented in 2.0
Topic: Auto-trash everything not requested
Replies: 3
Views: 1051

Re: Auto-trash everything not requested

Klonan wrote: Wed Mar 13, 2024 11:32 am Added in 2.0:
https://factorio.com/blog/post/fff-382
Ah I must have missed that part of that FFF. Glad to hear it is being added :)
by NexGenration
Wed Mar 13, 2024 9:54 am
Forum: Implemented in 2.0
Topic: Auto-trash everything not requested
Replies: 3
Views: 1051

Auto-trash everything not requested

TL;DR
Add a checkbox in the logistics request tab of a player/spider that auto-trashes everything not being requested.


What ?
With this checkbox checked, if I am requesting (for instance) power poles, blue belts, and rails, then picking up an inserter should automatically trash it.

Why ?
I ...
by NexGenration
Mon Mar 04, 2024 8:34 pm
Forum: Ideas and Suggestions
Topic: Keybind to access vehicle's inventory
Replies: 0
Views: 380

Keybind to access vehicle's inventory

TL;DR
Add a keybind to access our current vehicle's inventory


What ?
Exactly what is listed in the subject

Why ?
- There is a keybind for accessing your own inventory. There is also a button you can click to do the same thing above your armor slot. There is an equivalent button above your ...
by NexGenration
Thu Feb 29, 2024 9:34 pm
Forum: Ideas and Suggestions
Topic: Enable/disable alerts (like structure killed by biters) in options menu
Replies: 2
Views: 2961

Enable/disable alerts (like structure killed by biters) in options menu

Add the ability to enable/disable the various alerts that appear to the right of your hotbar from the options menu. Alerts such as "turrets engaged with enemy" or "bots missing construction supplies".

You can currently do this via console commands (/help alerts), but this honestly should be in the ...
by NexGenration
Sun Nov 22, 2020 3:29 am
Forum: Duplicates
Topic: [1.0.0] [Minor sound glitch] Car "startup" sound plays when it shouldnt
Replies: 2
Views: 1384

[1.0.0] [Minor sound glitch] Car "startup" sound plays when it shouldnt

step one: get in car
step two: go to the map. you get a muffled version of the "car idle" sound (this is normal)
step three: zoom in to satellite view (where you can actually see the factory as if you were standing there) somewhere other than where your car is. you stop hearing that sound (again ...
by NexGenration
Mon Jul 06, 2020 2:56 am
Forum: Not a bug
Topic: [0.18.34] Train routing not working properly when using Temporary Station
Replies: 1
Views: 1167

[0.18.34] Train routing not working properly when using Temporary Station

In the save I am uploading, I am sitting in a train facing a fork in the rail merging back onto the main highway. In said train, if I open the planner and ctrl-click on the track to the left side of the fork, it wants to route the train through the right side of the fork and then go all around my ...
by NexGenration
Sun Sep 16, 2018 9:19 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 145149

Re: Friday Facts #260 - New fluid system

So will these changes fix the fact that you practically need a pump literally every 3 pipes just to get enough fluid throughput to feed large fully beaconed setups? I'm currently designing a mega base sized oil processing factory and dealing with putting enough pumps in is just a nightmare. There's ...
by NexGenration
Mon May 14, 2018 6:39 am
Forum: Tools
Topic: Carpet Bombing Script
Replies: 7
Views: 8348

Re: Carpet Bombing Script

Explosions are circles, so instead of a square grid you should use a hex grid for perfect damage coverage :P. Though...as that would be zoom level dependant.. .at what zoom level should it be used?

/me waits for autohotkey port


Zoom level is accounted for. Script listens to mouse wheel so when ...
by NexGenration
Fri Apr 27, 2018 9:32 pm
Forum: News
Topic: Friday Facts #240 - Factorio-data & Fast pipe replace
Replies: 35
Views: 21950

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Regarding the pipe changes, another great feature that would go well with this would be if while dragging underground pipes/belts, it would detect when once of the two undergrounds cannot be placed because another inject is in the way and move those two undergrounds back 1 or 2 tiles to compensate

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