Search found 47 matches

by Epb7304
Mon Jan 27, 2025 2:33 pm
Forum: Ideas and Suggestions
Topic: Please, PLEASE make circuit connection behavior configurable per wire
Replies: 51
Views: 4394

Re: Please, PLEASE make circuit connection behavior configurable per wire

+1 this would solve so many issues that I face with my designs
by Epb7304
Fri Nov 01, 2024 11:44 pm
Forum: Ideas and Suggestions
Topic: Enemy settings per planet
Replies: 3
Views: 955

Re: Enemy settings per planet

+1

no biters on nauvis, hell on gleba
by Epb7304
Fri Nov 01, 2024 11:09 pm
Forum: Ideas and Suggestions
Topic: Ability to read rocket count in silo using circuit network
Replies: 3
Views: 399

Re: Ability to read rocket count in silo using circuit network

In theory you could test to see if items are not being inserted but are available.
by Epb7304
Fri Nov 01, 2024 5:50 pm
Forum: Ideas and Suggestions
Topic: Output R/G settings for buildings
Replies: 15
Views: 1291

Re: Output R/G settings for buildings

BaggyK wrote: Fri Nov 01, 2024 4:24 pm Another possible solution would be to add an 'ingredients of' option to the decider combinator.
I think you meant selector combinator. either way it should go to selector combiantor
by Epb7304
Fri Nov 01, 2024 5:35 pm
Forum: Ideas and Suggestions
Topic: Allow saving and sharing of logistic groups.
Replies: 5
Views: 764

Re: Saving groups.

are you referring to logistic groups?

also I recommend you use the template found here as its makes your suggestion easier to understand
by Epb7304
Sun Oct 27, 2024 6:47 pm
Forum: Ideas and Suggestions
Topic: Way to *force* tank to always turn when holding the turn keys, no matter what
Replies: 1
Views: 215

Re: Way to *force* tank to always turn when holding the turn keys, no matter what

are you suggesting that if you run into an obstacle (say a cliff) the game should ignore the forward/reverse input and just turn? I'm not entirely sure what your are suggesting

it may be good to use the template for clarity
by Epb7304
Sun Oct 27, 2024 6:42 pm
Forum: Implemented Suggestions
Topic: Smart Belt Dragging Setting
Replies: 74
Views: 6884

Re: Smart Belt Dragging Setting

Replying for visibility since I made an edit to the original post (under EDIT:)
by Epb7304
Mon Oct 21, 2024 12:17 pm
Forum: Implemented Suggestions
Topic: Smart Belt Dragging Setting
Replies: 74
Views: 6884

Smart Belt Dragging Setting

TL;DR
Please make smart belt dragging a setting again


What ?
TLDR

it was a setting in 1.1 that allowed players to click and move their mouse anywhere they want without worrying about disconnecting the belts

EDIT: after 40 hours or so with it being forced on I will amend my suggestion ...
by Epb7304
Fri Sep 20, 2024 6:34 pm
Forum: Outdated/Not implemented
Topic: FFF 429 Demolisher Territory should fluctuate
Replies: 1
Views: 810

FFF 429 Demolisher Territory should fluctuate

TL;DR
Demolisher Territory should expand to fill gaps where no building it. and should fluctuate between worms


What?
Similar to biter expansion, Demolisher worms (announced in FFF 429) should expand their territory to fill empty unclaimed land. This expansion should not be done if there are ...
by Epb7304
Sat Jun 22, 2024 6:07 pm
Forum: Ideas and Suggestions
Topic: UI opacity setting
Replies: 0
Views: 304

UI opacity setting

TL;DR
Allow the UI opacity to be changed via the settings


What ?
Currently, all UI in the game is set to 100% opacity (completely opaque), I am suggesting a setting that will allow players to change the opacity of the windows that are in use. This would operate much like how it does in another ...
by Epb7304
Fri May 03, 2024 12:10 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 42707

Re: Friday Facts #409 - Diminishing beacons


This table is finite, how does it behave if, say, we were to put 1000 modded beacons around a building ? Does it just take the last value of the table ? Or is there a way to set a function instead of a table ?


I imagine since its a lua table, any mod that increases the number of beacons that ...
by Epb7304
Fri Apr 19, 2024 7:00 pm
Forum: Ideas and Suggestions
Topic: Spidertron Improvements , SCOUT and FORMATION
Replies: 9
Views: 1566

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 ...
by Epb7304
Sun Mar 24, 2024 3:24 am
Forum: Ideas and Suggestions
Topic: 64-bit integer limit
Replies: 18
Views: 2794

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 ...
by Epb7304
Sun Mar 24, 2024 3:18 am
Forum: Ideas and Suggestions
Topic: 64-bit integer limit
Replies: 18
Views: 2794

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: 18
Views: 2794

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 ...
by Epb7304
Thu Mar 21, 2024 8:30 pm
Forum: Ideas and Suggestions
Topic: Skip mod loading
Replies: 5
Views: 959

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 ...
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: 10695

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 tier 3 ...

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