Search found 34 matches

by Epb7304
Fri Apr 19, 2024 7:00 pm
Forum: Ideas and Suggestions
Topic: Spidertron Improvements , SCOUT and FORMATION
Replies: 9
Views: 415

Re: Spidertron Improvements , SCOUT and FORMATION

https://www.factorio.com/blog/post/fff-404 My suggestions is different , by sidertron formation , i mean , such that a group of spidertrons move in a formation that covers the larger roboport area without overlap. like an army drill. the position of the spiderton remains the same relative to the ma...
by Epb7304
Sun Mar 24, 2024 3:24 am
Forum: Ideas and Suggestions
Topic: 64-bit integer limit
Replies: 12
Views: 612

Re: 64-bit integer limit

This also would not require the game to be run in 64-bit (if its not already) since you should just be able to assign 2 number slots per signal As someone who's had to do that, it's a mess. Anything you're doing in particular that needs more than 32 bits? The biggest thing is actually to do with FF...
by Epb7304
Sun Mar 24, 2024 3:18 am
Forum: Ideas and Suggestions
Topic: 64-bit integer limit
Replies: 12
Views: 612

Re: 64-bit integer limit

FuryoftheStars wrote: ↑
Sat Mar 23, 2024 11:33 pm
Epb7304 wrote: ↑
Sat Mar 23, 2024 4:00 am
This also would not require the game to be run in 64-bit (if its not already)
https://factorio.com/blog/post/fff-158
Even better, that would make this change nearly seamless and not overly complicated either
by Epb7304
Sat Mar 23, 2024 4:00 am
Forum: Ideas and Suggestions
Topic: 64-bit integer limit
Replies: 12
Views: 612

64-bit integer limit

TL;DR expand integer limit to 64-bit What ? Currently signals work on a 32-bit system, which means that each signal can have 2^32 possible values (-2.1G < x < 2.1G) I propose this be expanded to a 64-bit number, which would mean that each signal would have a possible 2^64 value or (-9.2E < x < 9.2E...
by Epb7304
Thu Mar 21, 2024 8:30 pm
Forum: Ideas and Suggestions
Topic: Skip mod loading
Replies: 5
Views: 365

Skip mod loading

TL;DR Add a button to skip mod loading and go directly to the mods tab What ? Directly after launching the game, there should be a button that cancels mod loading and launches Factorio directly into the mods tab Why ? When you launch the game and do not want to play with the massive set of mods you...
by Epb7304
Sun Mar 03, 2024 6:48 pm
Forum: Ideas and Suggestions
Topic: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
Replies: 42
Views: 3912

Re: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced

[...] and we would very quickly reach the incredibly low cap of 300% productivity, [...] I laughed when I read that. Especially when I read the "incredible low". I can't tell whether you are serious or not. ^^ In the base game you will not be able to hit 300% even if you put legendary tie...
by Epb7304
Sun Feb 04, 2024 6:53 pm
Forum: Ideas and Suggestions
Topic: Circuit Network Bounding Box
Replies: 3
Views: 289

Re: Circuit Network Bounding Box

Fixed, thank you for the help. Glad that they make it as obvious as possible :P
by Epb7304
Sun Feb 04, 2024 5:27 pm
Forum: Outdated/Not implemented
Topic: Spining camera.
Replies: 4
Views: 377

Re: Spining camera.

I suspect that would be exceedingly difficult to code. To what end? why is this suggestion needed? how would it benefit the game?
by Epb7304
Sun Feb 04, 2024 4:47 pm
Forum: Ideas and Suggestions
Topic: Circuit Network Bounding Box
Replies: 3
Views: 289

Circuit Network Bounding Box

TL;DR Add red/green bounding boxes to entities that are connected via red/green wires to the entity that the player is hovering over What ? Currently, when selecting an entity with wires it shows something like this https://imgur.com/6BftBPy.jpg I propose that the bounding boxes on the entities con...
by Epb7304
Tue Dec 19, 2023 2:01 am
Forum: Ideas and Suggestions
Topic: Pistol trouble
Replies: 2
Views: 359

Re: Pistol trouble

you can filter the weapons slots on your character iirc they stay after death and force the pistol into your inventory, to filter the slot just middle-click on it like you would any other item slot
by Epb7304
Mon Dec 18, 2023 2:15 am
Forum: Ideas and Suggestions
Topic: Add reqests when pasting recipe in requester chest
Replies: 3
Views: 344

Add reqests when pasting recipe in requester chest

TL;DR Instead of replacing the requests in a requester chest, add the requests to the requester chest when pasting a recipe into a requester chest What ? Currently, you can copy a recipe from a machine (normally used to paste the recipe into other assembly machines) and paste it (much like how you ...
by Epb7304
Sun Dec 17, 2023 7:04 pm
Forum: Ideas and Suggestions
Topic: Auto switch to ghost placement
Replies: 1
Views: 255

Auto switch to ghost placement

TL;DR When placing a machine out of range of the player automatically place it as a ghost What ? When placing entities (machines, belts, etc) and the cursor is out of range of the player, automatically place the building as a ghost I would imagine this would be a togglable setting as well Why ? Rea...
by Epb7304
Sun Dec 17, 2023 4:26 am
Forum: Ideas and Suggestions
Topic: Show radar coverage in map view
Replies: 1
Views: 338

Show radar coverage in map view

TL;DR When placing a radar (ghost) through map view, show the coverage of the radar What ? Currently, when placing a radar you can see its coverage on the minimap, this is very good, however, you cannot see the coverage of a potential radar that you may place via map view on the map you are using t...
by Epb7304
Sun Dec 17, 2023 12:10 am
Forum: Ideas and Suggestions
Topic: Elevated rail unloading
Replies: 6
Views: 692

Re: Elevated rail unloading

Something similar was just suggested an hour and a half before this post (https://forums.factorio.com/viewtopic.php?f=6&t=110233), though this one is slightly better. But my thoughts are similar: This would need to be restricted to only a few item types at most as otherwise it'd make it complet...
by Epb7304
Sat Dec 16, 2023 10:28 pm
Forum: Ideas and Suggestions
Topic: Highlight limiting ingredient
Replies: 0
Views: 197

Highlight limiting ingredient

TL;DR When handcrafting, highlight the raw ingredient that is limiting how many of that item you can craft What ? When handcrafting a certain item (especially more complex items) The game should highlight the raw material that is limited how many items you can craft, say for example you have 200 st...
by Epb7304
Sat Dec 16, 2023 10:18 pm
Forum: Ideas and Suggestions
Topic: Elevated rail unloading
Replies: 6
Views: 692

Elevated rail unloading

This post pertains to information found in FFF-378 TL;DR Unload trains on elevated rails by 'dumping' the items beneath it What ? With the new elevated rails, there is a potential new way of unloading cargo wagons similar to a method used in real life Vertical unloading, this method would dump the ...
by Epb7304
Thu Dec 14, 2023 4:57 pm
Forum: Ideas and Suggestions
Topic: Circuit wires in red science tier
Replies: 7
Views: 801

Re: Circuit wires in red science tier

Illiander42 wrote: ↑
Thu Dec 14, 2023 9:03 am
Pretty sure with circuit wires moving to an itemless item 2.0 will do this.
iirc the shortcuts are only available after the circuit network research, so my suggestion would still be applicable as in stead of unlocking the item with the red tier science it would be the shortcut
by Epb7304
Wed Dec 13, 2023 5:35 pm
Forum: Ideas and Suggestions
Topic: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
Replies: 42
Views: 3912

Re: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced

That completely trivialises the quality mechanics. There would be no point in doing anything else but that machine. I am not a game designer, I was just proposing a potential solution, not necessarily the best one, I'm curious, assuming the recycler were not in play, how would you choose to fix the...
by Epb7304
Wed Dec 13, 2023 4:23 am
Forum: Ideas and Suggestions
Topic: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
Replies: 42
Views: 3912

The Productivity Cap and why the FFF #375 recycler shouldn't be introduced

TL;DR The recycler shouldn't be introduced since it forces a cap on productivity bonuses, which go against the very nature of "the factory must grow" There is also another option to fix this What ? The recycler (shown in FFF #375 ) shouldn't be introduced because it necessitates a cap on ...

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