Search found 28 matches
- Mon Aug 31, 2020 12:37 pm
- Forum: Implemented Suggestions
- Topic: Upgrade planner should apply to destroyed entities
- Replies: 0
- Views: 323
Upgrade planner should apply to destroyed entities
What Upgrade planner should apply to the ghosts of destroyed entities. Why When repairing a remote part of the factory after it got attacked, not having the same tier of belts (like you use blue everywhere except this mine is old so is red belted) leads to headaches. Same problem for assemblers or ...
- Sat Aug 29, 2020 11:42 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 186
- Views: 37596
Re: Personal Construction Bots Efficiency Suggestion/Idea
too much cpu cost for cosmetic use (or edge-cases uses) TL;DR Even with the advanced AI construction bots are perceived to have have to construct things, they do not have the intelligence to work efficiently. A small rework of drone AI would make bots seem much more intelligent and work systematical...
- Thu Aug 27, 2020 2:35 pm
- Forum: Outdated/Not implemented
- Topic: No AIMBot? plz...?
- Replies: 2
- Views: 764
Re: No AIMBot? plz...?
you can just make a PvP mod disabling auto-aim, making it necessary to use the C key instead of the SPACE key
- Thu Aug 27, 2020 2:21 pm
- Forum: Ideas and Suggestions
- Topic: Item-based crafting machine sound
- Replies: 4
- Views: 561
Re: Item-based crafting machine sound
indeed (I used to be a composer so I know the work it is lol) and the mixing of any given combination of sounds should be thought which would be quite a nightmare to do...
- Wed Aug 26, 2020 6:33 pm
- Forum: Ideas and Suggestions
- Topic: Show spidertron colors in map view
- Replies: 2
- Views: 495
Re: Show spidertron colors in map view
Nice idea. Clarity and consistency with player display on the map.
- Wed Aug 26, 2020 6:16 pm
- Forum: Ideas and Suggestions
- Topic: Mod manager should show why the mod's changelog can't be shown
- Replies: 2
- Views: 554
Re: Mod manager should show why the mod's changelog can't be shown
good idea. Since the game explains everything when hovering now, it becomes expected by the player to have a text explaining nearly everything
- Wed Aug 26, 2020 4:07 pm
- Forum: Ideas and Suggestions
- Topic: Item-based crafting machine sound
- Replies: 4
- Views: 561
Item-based crafting machine sound
TL;DR Crafting machines emit different sounds based on the item they are crafting. What ? Crafting machines could make sound according to the item they are crafting. For example, crafting iron bars from iron plates would make a metallic sound (like a repetitive hammering). Each item (or category of...
- Wed Aug 26, 2020 3:50 pm
- Forum: Ideas and Suggestions
- Topic: Better victory GUI
- Replies: 3
- Views: 771
Re: Better victory GUI
yes yes! and add credit roll, background depictions of significant events such as rail, combat bots, roboports, etc. and as a teaser, one last stat; how much of the map has been revealed/explored. credit roll could be good ,yes :) (adding it in my message) the map is infinite tho, so this stat does...
- Wed Aug 26, 2020 3:34 pm
- Forum: Ideas and Suggestions
- Topic: UI Sound Suggestion: Unique toggle button effect
- Replies: 2
- Views: 486
Re: UI Sound Suggestion: Unique toggle button effect
cool QoL improvement!
- Wed Aug 26, 2020 3:31 pm
- Forum: Ideas and Suggestions
- Topic: Hide GUI
- Replies: 4
- Views: 594
Re: Hide GUI
Very nice!! I don't know much about coding, how can I play with this code as a mod? And, for hotkeys, I think some already aren't bind by default, so this could be added without bind. Good news is that it's already trivial to mod. The problem with adding more and more vanilla hotkeys is just that it...
- Wed Aug 26, 2020 3:29 pm
- Forum: Ideas and Suggestions
- Topic: Better victory GUI
- Replies: 3
- Views: 771
Better victory GUI
TL;DR The victory GUI that pops after launching first rocket shows some useless stuff and could show the player end-game possibilities or achievements. What ? Imo, three things could be made better : 1. More rewarding Writing "Victory!" in big letters in the middle of the screen would be ...
- Wed Aug 26, 2020 2:49 pm
- Forum: Translations
- Topic: [1.0.0] Two control parameters share the same name in french translation
- Replies: 1
- Views: 583
- Wed Aug 26, 2020 2:16 pm
- Forum: Ideas and Suggestions
- Topic: Hide GUI
- Replies: 4
- Views: 594
Hide GUI
Hi all o/ just a quick idea : having a hotkey to hide/show the whole GUI . It would allow to simply walk through your base, enjoying its beauty/complexity/ingeniosity/whatever you want without the GUI. Many games have this option, and it also allows some content creators to produce "cinematic&q...
- Wed Aug 26, 2020 2:00 pm
- Forum: Translations
- Topic: [1.0.0] Two control parameters share the same name in french translation
- Replies: 1
- Views: 583
[1.0.0] Two control parameters share the same name in french translation
Hi,
in the control options, two parameters share the same name in the french translation. First one is fine as it describes what it does. Second one (ctrl + F8) should be "Activer/désactiver les lueurs de l'interface" as a translation to "Toggle GUI glows".
in the control options, two parameters share the same name in the french translation. First one is fine as it describes what it does. Second one (ctrl + F8) should be "Activer/désactiver les lueurs de l'interface" as a translation to "Toggle GUI glows".
- Mon Sep 02, 2019 9:59 pm
- Forum: Not a bug
- Topic: [0.17.66] Item counted in floating text and hotbar don't match
- Replies: 2
- Views: 726
- Mon Sep 02, 2019 9:40 pm
- Forum: Not a bug
- Topic: [0.17.66] Item counted in floating text and hotbar don't match
- Replies: 2
- Views: 726
[0.17.66] Item counted in floating text and hotbar don't match
Playing 0.17.66
I removed multiple conveyor belts filled with ammo. While unbuilding, a significant difference appears in item count between floating text and the approximation in hotbar.
I removed multiple conveyor belts filled with ammo. While unbuilding, a significant difference appears in item count between floating text and the approximation in hotbar.
- Tue May 07, 2019 12:02 pm
- Forum: Spread the Word
- Topic: Factorio Leader Board
- Replies: 4
- Views: 2664
Re: Factorio Leader Board
Good idea, however i think the stats you choose to differentiate bases are not the good ones: people more often speak in terms of science per minute (SPM)
- Sat Mar 02, 2019 3:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.2] Frayed coastlines and biome borders
- Replies: 22
- Views: 5597
Re: [posila] [0.17.2] The problem with the picture
also found in 0.17.4
- Fri Mar 01, 2019 6:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.2] Frayed coastlines and biome borders
- Replies: 22
- Views: 5597
Re: [posila] [0.17.2] The problem with the picture
still here in 0.17.3
- Thu Feb 28, 2019 1:15 pm
- Forum: Duplicates
- Topic: [0.17.2] Terrain borders do not 'blend'
- Replies: 5
- Views: 752
Re: [0.17.2] Terrain borders do not 'blend'
viewtopic.php?p=402659#p402193 2 logs posted by 2 different players