Search found 7 matches
- Sun Apr 20, 2025 11:34 pm
- Forum: Ideas and Suggestions
- Topic: Circuit Control for Fusion Reactors or Plasma Generators
- Replies: 2
- Views: 279
Re: Circuit Control for Fusion Reactors or Plasma Generators
+1 for reactor efficiency - you can set up fission reactors to come online at the same time for maximum efficiency, but you can't do this with fusion reactors. Which reactors are on in a multi-reactor system seems to be completely arbitrary and you lose most of the neighbour bonus because of it ...
- Sun Apr 20, 2025 11:22 pm
- Forum: Ideas and Suggestions
- Topic: Allow negative multipliers for logistic groups
- Replies: 11
- Views: 1109
Re: Allow negative multipliers for logistic groups
+1 I have a bunch of duplicate logistics groups that just have inverted sign in the item counts
- Sun Apr 20, 2025 2:22 pm
- Forum: Ideas and Suggestions
- Topic: Change train conditions "Full/Empty cargo" to "Cargo full/empty"
- Replies: 1
- Views: 144
Change train conditions "Full/Empty cargo" to "Cargo full/empty"
TL;DR
Swapping the word order of the cargo full/empty wait conditions both puts them together and places them at the top of the conditions list.
What?
"Full cargo" and "Empty cargo" train wait conditions are separated in the alphabetical list of conditions by the fluid and fuel conditions ...
Swapping the word order of the cargo full/empty wait conditions both puts them together and places them at the top of the conditions list.
What?
"Full cargo" and "Empty cargo" train wait conditions are separated in the alphabetical list of conditions by the fluid and fuel conditions ...
- Sun Jan 26, 2025 1:30 am
- Forum: Ideas and Suggestions
- Topic: show gun turret range on map
- Replies: 12
- Views: 1008
Re: show gun turret range on map
+1 for toggle-able turret range display even when zoomed in (emphasis on toggle-able!) as well as other similar entities, e.g. fulgora lightning rods
There's a debug option (F4) for always-on lightning coverage
+1 to the post though - should work the way asteroid collectors do and show ranges ...
- Fri Jan 10, 2025 4:50 pm
- Forum: Ideas and Suggestions
- Topic: Turret "Prime for unlisted targets" setting
- Replies: 0
- Views: 309
Turret "Prime for unlisted targets" setting
TL;DR
Subsetting for turrets beneath "Ignore unlisted targets" that will cause the turret to wake for and track unlisted targets without actually firing at them, making them immediately ready for a listed target without going through the activation sequence.
What?
Like with, for example ...
Subsetting for turrets beneath "Ignore unlisted targets" that will cause the turret to wake for and track unlisted targets without actually firing at them, making them immediately ready for a listed target without going through the activation sequence.
What?
Like with, for example ...
- Fri Feb 09, 2024 3:47 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 122
- Views: 37958
Re: Friday Facts #397 - Factoriopedia
Wondering how this will work for mods that add multiple recipes for one item.
- Sun Jul 10, 2022 9:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.59] Biters (unit group) that got lured away built nest at old spot
- Replies: 2
- Views: 3244
Re: [1.1.59] Biters (unit group) that got lured away built nest at old spot
Possibly caught on video - nests appear to spawn at the position of the original expansion group rather than at the biter itself. Vid below shows a medium biter on the left creating a base on the right.
https://youtu.be/VZJjVLmzFho
https://youtu.be/VZJjVLmzFho