Search found 236 matches
- Sun May 02, 2021 1:46 pm
- Forum: Ideas and Suggestions
- Topic: Logistic network naming
- Replies: 10
- Views: 5021
- Thu Jan 07, 2021 11:18 pm
- Forum: Off topic
- Topic: ""Factorio 2""
- Replies: 77
- Views: 35565
Re: Factorio v2
Here are some things I'd like to see - - Smarter biters (a big brain biter that does surgical attacks on your infra that you have to outsmart to defend your bases - An infinite science on communicating with biters which allows you eventually make peace with them as long as you stop polluting. (Say,...
- Mon Jan 04, 2021 6:28 pm
- Forum: Off topic
- Topic: ""Factorio 2""
- Replies: 77
- Views: 35565
Re: Factorio v2
Here are some things I'd like to see - - Smarter biters (a big brain biter that does surgical attacks on your infra that you have to outsmart to defend your bases - An infinite science on communicating with biters which allows you eventually make peace with them as long as you stop polluting. (Say,...
- Mon Jan 04, 2021 6:23 pm
- Forum: Off topic
- Topic: ""Factorio 2""
- Replies: 77
- Views: 35565
Re: ""Factorio 2""
The obvious next level for Factorio would be a 3D jump. Oh good lord. If anything, they should go reverse. Fewer graphics / animations. Exactly what about factorio and its game play makes you think people care about graphics over mechanics? 3D isn't about graphics, it *is* about mechanics! Z-levels...
- Tue Dec 08, 2020 10:28 pm
- Forum: Ideas and Suggestions
- Topic: Rich text: remove "entity" in hints and tips
- Replies: 5
- Views: 1789
Rich text: remove "entity" in hints and tips
TL;DR Instead of printing "entity:boiler" or "entity:steam engine" in the hints and tips, just print the name. What ? I understand that in the game "entity:inserter" and "item:inserter" are different, but this difference does not seem to matter for any use ca...
- Mon Nov 16, 2020 8:48 pm
- Forum: Ideas and Suggestions
- Topic: Integrated Circuits
- Replies: 12
- Views: 3797
Re: Integrated Circuits
Another way of approaching this idea.... (self plug)
viewtopic.php?f=6&t=90147
viewtopic.php?f=6&t=90147
- Thu Nov 12, 2020 6:20 pm
- Forum: Implemented in 2.0
- Topic: Free cables/wires (Poles contain all)
- Replies: 34
- Views: 27426
Re: Free cables/wires (Poles contain all) ☸
+1 - I always run with this mod enabled and it's weird if I ever forget it and suddenly have to make wires again.
- Fri Nov 06, 2020 8:48 pm
- Forum: Implemented in 2.0
- Topic: Specify Lamp Colour On Lamp Itself
- Replies: 7
- Views: 2305
Re: Specify Lamp Colour On Lamp Itself
This is definitely a "not needed, but pretty nice to have" feature. +1
- Mon Oct 12, 2020 9:06 am
- Forum: Ideas and Suggestions
- Topic: Combinator Logic Rework
- Replies: 14
- Views: 4333
Re: Combinator Logic Rework
I think this suggestion reflects the fact, that the current combinator system is Turing-complete, but the overview it gives is more than the usual chaos. I can easily set up combinators, and wire them so, that i can come back the next day and need to figure out half an hour what it does. Having blu...
- Fri Oct 09, 2020 2:50 pm
- Forum: Outdated/Not implemented
- Topic: (Oversimplified, ignore please) Make chain signals the norm, and rail signals for experts
- Replies: 20
- Views: 6478
Re: Make chain signals the norm, and rail signals for experts
Over long distances, this would crush throughput, because a train could "reserve" a junction five minutes away from itself, meaning another train which could make a trip through the junction 30 might have to sit at a station for ages while that one completed its trip. Try setting up a syst...
- Fri Oct 09, 2020 2:40 pm
- Forum: Ideas and Suggestions
- Topic: Combinator Logic Rework
- Replies: 14
- Views: 4333
Re: Combinator Logic Rework
"Too easy" is a moveable feast though isn't it? Why is *the particular level of difficulty* we have now the best way? Clearly you can do an awful lot of things with the existing system. There are a lot of things that are prohibitively expensive in terms of time and combinator space. There ...
- Wed Oct 07, 2020 9:39 am
- Forum: Ideas and Suggestions
- Topic: Combinator Logic Rework
- Replies: 14
- Views: 4333
Re: Combinator Logic Rework
Some more ideas, trying to think through how to do real world examples of what's currently possible and what might be additionally possible.
Tire-kicking welcome!- Tue Oct 06, 2020 2:31 pm
- Forum: Ideas and Suggestions
- Topic: Combinator Logic Rework
- Replies: 14
- Views: 4333
Combinator Logic Rework
TL;DR Enable multiple combinator steps to take place in a single unit, for ease of programming/readability/portability/space-saving. What A replacement UI for combinators (potentially merging Arithmetic/Decider combinators into a single entity) similar to the Train Stop UI. The below is an example ...
- Mon Sep 28, 2020 2:47 pm
- Forum: Ideas and Suggestions
- Topic: Combinator scalability and maintainability
- Replies: 18
- Views: 5745
Re: Combinator scalability and maintainability
An idea I had which would work to achieve this would be to let combinators have more than one operation. I had suggested a box layout similar to visual scripting languages before, but factorio already has a suitable kind of layout in the Rail Stop. Below is a diagram of how it might look. Untitled D...
- Thu Sep 17, 2020 3:01 pm
- Forum: Off topic
- Topic: ""Factorio 2""
- Replies: 77
- Views: 35565
""Factorio 2""
Now that Factorio has hit the 1.0 stage, what are things that you might want to see either in a "Factorio 2" new game or a new direction from the dev team? The obvious next level for Factorio would be a 3D jump. But rather than the "Satisfactory" full 3D direction, I would like t...
- Thu Aug 13, 2020 4:49 pm
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 36437
Re: EndgameCombat - Defend your base against lategame enemies with ease
Could we turn off the automatic turret logistics?
- Tue Aug 11, 2020 12:47 pm
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 36437
Re: EndgameCombat - Defend your base against lategame enemies with ease
Is it possible to make things enablable and disablable in options? I'd like to use some parts of this mod but not others.
- Mon Apr 13, 2020 2:31 pm
- Forum: Ideas and Suggestions
- Topic: Multiple Conditions + If \ Else function+ for Logic Networks
- Replies: 8
- Views: 7185
Re: Multiple Conditions + If \ Else function+ for Logic Networks
The "high level" request here isn't just if/else statements, but multiple blocks within one combinator.
From what I can tell, there's no intention for the devs to adjust combinator logic in this way, but I could be proved wrong.
From what I can tell, there's no intention for the devs to adjust combinator logic in this way, but I could be proved wrong.
- Fri Apr 10, 2020 8:03 pm
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 144231
Re: [0.12] Bugs, crashes & other issues
Just remove the rails in the blueprint that don't have a signal. Fixed string for the 2 lane: 0eNqNkd2OwiAQhd9lrsHUtT8ur2LMhtZJnYROG0CzTcO7L+DGaKqJVzBw5mMOZ4HWXHCyxB7UAtSN7EAdFnDUszbpzM8TggLyOIAA1kOqrCYDQQDxCX9BbcNRALInT3jrz8X8w5ehRRsF986WeokGO2+pk9NoMEKn0cXOkdNzkSajek5LCGJF+nqaQf7PuWY0m+pGKTbVK87u...
- Sat Mar 21, 2020 6:29 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 101358
Re: Friday Facts #339 - Beacon HR + Redesign process
I figured that would be the case, just throwing out some ideas in case any of them landed.
I still reckon a beefier substation would fit better than an alien spike?
I still reckon a beefier substation would fit better than an alien spike?