Search found 25 matches
- Fri Nov 12, 2021 8:22 pm
- Forum: Ideas and Suggestions
- Topic: HUD Science research velocity / stall indicator
- Replies: 2
- Views: 861
Re: HUD Science research velocity / stall indicator
On the zany side of things, it may be possible to have an interface akin to the old "RCI Meter", that would tell you at a glance which science pack, if any, was the problem. So a glance at this indicator might reveal that blue science is a problem? ...only half serious, I'm sure someone co...
- Fri Nov 12, 2021 7:45 pm
- Forum: Ideas and Suggestions
- Topic: HUD Science research velocity / stall indicator
- Replies: 2
- Views: 861
HUD Science research velocity / stall indicator
The science research progress indicator on the top right of the screen is quite useful and informative as it stands: Factorio-Better-StalledScienceIndicator-618ec141.png However, when you have a large base, the first sign that "something is wrong" can often be that "the percentage has...
- Sat Nov 28, 2020 8:33 pm
- Forum: Gameplay Help
- Topic: Where/how do I close the "New tips" window
- Replies: 7
- Views: 23552
Re: Where/how do I close the "New tips" window
I've got the same problem. I can't seem to figure out how to close the window, or even how to "mark the tips as read" (as another poster suggested as a workaround).
- Sun Sep 13, 2020 4:14 pm
- Forum: Not a bug
- Topic: [1.0.0] "any" circuit signal should evaluate to zero when comparing to an integer and no signals present
- Replies: 1
- Views: 660
[1.0.0] "any" circuit signal should evaluate to zero when comparing to an integer and no signals present
Related to: * https://forums.factorio.com/viewtopic.php?f=6&t=87744 I would like to create a partially full "buffer" chest that: * will always have at least N items in it, filled by assemblers * will be unrestricted, so that robots can easily overfill it * will "recycle" its ...
- Sun Aug 09, 2020 4:27 pm
- Forum: Ideas and Suggestions
- Topic: default circuit network signal (max or sum) makes the concept easier to pickup, more resiliant, and a new poweruser tool
- Replies: 7
- Views: 2703
default circuit network signal (max or sum) makes the concept easier to pickup, more resiliant, and a new poweruser tool
I've been musing on how I see people use circuit networks: 1. They are usually point to point 2. They have to manually select the target value, even though there is "logically only one" 3. They often select the wrong signal (like 'oil barrells' or 'heavy oil' instead of 'crude oil', or the...
- Tue Feb 18, 2020 1:42 pm
- Forum: Ideas and Suggestions
- Topic: Automatic scouting drones
- Replies: 5
- Views: 2575
Re: Automatic scouting drones
An alternative to fuel-burning scout drones (as again, I don't know how hard this stuff is to implement or what kind of in-game load it would have), perhaps the scouting drones could be solar-powered, and only move/scout during the day?
- Wed Jan 01, 2020 9:08 pm
- Forum: Ideas and Suggestions
- Topic: Automatic scouting drones
- Replies: 5
- Views: 2575
Automatic scouting drones
At the moment, I have tended towards playing "train worlds" with the settings for biters to be more sparse then the (comparatively quite dense) defaults. The only downside is that when the need arises to go get more resources, I have to aimlessly drive around in the black to look for ore p...
- Sun Dec 08, 2019 3:15 pm
- Forum: Ideas and Suggestions
- Topic: Automation 4: Miniaturization / Super-tiny inserterless 1x1 assembly machines
- Replies: 3
- Views: 1171
Automation 4: Miniaturization / Super-tiny inserterless 1x1 assembly machines
I think it would be interesting, particularly for the end-game & creative modes, to have yet another assembly machine that: (1) takes only a 1x1 grid space, and (2) "ejected" its product in one direction much like mining drills If we're being honest, there have always been some "t...
- Sun Dec 01, 2019 10:39 pm
- Forum: Ideas and Suggestions
- Topic: Manually activated (and tweakable) module specification request
- Replies: 0
- Views: 654
Manually activated (and tweakable) module specification request
I imagine that this is already documented somewhere, but I was not able to find it in the forums, so I thought I would post it just in case. At present [v0.17], module specs are easily copied into blueprints, and can be changed by an upgrade planner, but there is no way to manually set the flag, and...
- Mon Nov 04, 2019 5:39 am
- Forum: Ideas and Suggestions
- Topic: Logistically discarding items that are also requested should decrease the requested quantity
- Replies: 7
- Views: 2602
Re: Logistically discarding items that are also requested should decrease the requested quantity
Still an issue in 0.17.68 that I trip over now and again. I've even seen it happen on a youtube let's play video!
- Mon Nov 04, 2019 5:35 am
- Forum: Won't fix.
- Topic: Website bug: trippy flickery menus
- Replies: 2
- Views: 1402
Website bug: trippy flickery menus
Steps to reproduce:
1. navigate to https://www.factorio.com/
2. hover over the left side of the "Game > Starter Page" sub menu option
3. in one quick motion, move left (out of the submenu) and back right (to re-enter it)
4. enjoy the show
Seen on Firefox v69.0.1
1. navigate to https://www.factorio.com/
2. hover over the left side of the "Game > Starter Page" sub menu option
3. in one quick motion, move left (out of the submenu) and back right (to re-enter it)
4. enjoy the show
Seen on Firefox v69.0.1
- Sat Mar 02, 2019 8:59 pm
- Forum: Duplicates
- Topic: [0.17.4] lost ability to click on (half of?) in-game items
- Replies: 1
- Views: 795
[0.17.4] lost ability to click on (half of?) in-game items
running in windowed mode was putting coal into a chest by ctrl-click-dragging a quickbar entry no interesting diagnostic output the game is not paused hovering over ground tiles & buildings "works" (right panel shows info) clicking on buildings/chests open them unable to click/drag any...
- Sat Mar 02, 2019 8:48 pm
- Forum: Duplicates
- Topic: [0.17.4] cannot replace/move/remove items in quickbar by dragging
- Replies: 1
- Views: 789
[0.17.4] cannot replace/move/remove items in quickbar by dragging
I couldn't figure out how to remove items from the new quickbar until I read up on them in the forums (it's middle-click BTW). Since the "only thing that seems to work" for putting items into the quickbar is dragging (personally I would like to be able to use a number key [maybe with a mod...
- Sat Mar 02, 2019 8:30 pm
- Forum: Duplicates
- Topic: [0.17.2] significant delay opening character menu... aka slow inventory screen, extra latency
- Replies: 4
- Views: 1240
Re: [0.17.2] significant delay opening character menu... aka slow inventory screen, extra latency
It's much better in 0.17.4, probably below 100ms.
- Thu Feb 28, 2019 4:43 pm
- Forum: Duplicates
- Topic: [0.17.2] significant delay opening character menu... aka slow inventory screen, extra latency
- Replies: 4
- Views: 1240
[0.17.2] significant delay opening character menu... aka slow inventory screen, extra latency
Without actually measuring it, it "feels" like the delay between pressing the character menu button and the screen becoming visible is... 10ms in v0.16.51 250ms in v0.17.2 Just long enough to wonder "did it register that keystroke?", which is quite distracting. :) This might be a...
- Mon Jan 21, 2019 3:26 pm
- Forum: Ideas and Suggestions
- Topic: Auto research queue
- Replies: 32
- Views: 12205
Re: Automatic science dependency research / Allow "researching" unavailable technologies
What happens when you have 2 or more dependencies available at once? Does it choose randomly, or the cheapest? Exactly... that's the whole point... it doesn't matter, it is under-defined, it's up to the game [developers]. It can just pick "the first one that would appear in the available resea...
- Fri Jan 18, 2019 5:28 pm
- Forum: Ideas and Suggestions
- Topic: Auto research queue
- Replies: 32
- Views: 12205
Automatic science dependency research / Allow "researching" unavailable technologies
I think that the 'research' button should be present and clickable on unavailable science technologies, but having a "deep" effect (researching the dependencies in turn in order to fulfill your request). Sometimes, I would like to not have to micro-manage the science research order, and I ...
- Fri Jan 18, 2019 4:57 pm
- Forum: Ideas and Suggestions
- Topic: [0.16.51] more natural shadows
- Replies: 0
- Views: 776
[0.16.51] more natural shadows
At the moment, it seems that shadows are (1) rendered with a point-light source, and (2) are baked-in to the object sprites. Regarding the first, this has the effect of making sharp shadows even for highly-elevated objects. As I recall, the first time that I saw the shadow of a long-distance power p...
- Mon Jan 07, 2019 7:41 pm
- Forum: Ideas and Suggestions
- Topic: When mining drills run out of expected resources, they should mark themselves for deletion
- Replies: 20
- Views: 9265
Re: When mining drills run out of expected resources, they should mark themselves for deletion
Disabling personal roboports beyond a certain speed would also be nice (at least as an option) I wonder if the 'correct' cutoff speed is actually quite low compared to a train, such as: " if you would outrun them " (so the speed-cutoff changes with the worker-drone research & exoskele...
- Mon Jan 07, 2019 5:59 pm
- Forum: Ideas and Suggestions
- Topic: When mining drills run out of expected resources, they should mark themselves for deletion
- Replies: 20
- Views: 9265
Re: When mining drills run out of expected resources, they should mark themselves for deletion
I've thought about the principal objection to this idea (losing drones by training by a mining outpost), and realize that this is, in fact, an entirely separate (and IMO independently fixable) bug. Namely, that drones often operate contrary to your desires. Consider the case where a player meticulou...