+1
no biters on nauvis, hell on gleba
Search found 46 matches
- Fri Nov 01, 2024 11:44 pm
- Forum: Ideas and Suggestions
- Topic: Enemy settings per planet
- Replies: 3
- Views: 134
- Fri Nov 01, 2024 11:09 pm
- Forum: Ideas and Suggestions
- Topic: Ability to read rocket count in silo using circuit network
- Replies: 2
- Views: 65
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.
- Fri Nov 01, 2024 9:50 pm
- Forum: Ideas and Suggestions
- Topic: Option to have Remote View music use the player's real location
- Replies: 1
- Views: 62
- Fri Nov 01, 2024 5:50 pm
- Forum: Ideas and Suggestions
- Topic: Output R/G settings for buildings
- Replies: 9
- Views: 269
- Fri Nov 01, 2024 5:36 pm
- Forum: Ideas and Suggestions
- Topic: Platform thruster exhaust should not produce smoke
- Replies: 4
- Views: 161
Re: Platform thruster exhaust should not produce smoke
KSP2
RIP KSP2 long live KSP
- Fri Nov 01, 2024 5:35 pm
- Forum: Ideas and Suggestions
- Topic: Allow saving and sharing of logistic groups.
- Replies: 5
- Views: 189
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
also I recommend you use the template found here as its makes your suggestion easier to understand
- 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: 112
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
it may be good to use the template for clarity
- Sun Oct 27, 2024 6:42 pm
- Forum: Ideas and Suggestions
- Topic: Smart Belt Dragging Setting
- Replies: 56
- Views: 3403
Re: Smart Belt Dragging Setting
Replying for visibility since I made an edit to the original post (under EDIT:)
- Mon Oct 21, 2024 12:17 pm
- Forum: Ideas and Suggestions
- Topic: Smart Belt Dragging Setting
- Replies: 56
- Views: 3403
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 slightly. I wo...
- Fri Sep 20, 2024 6:34 pm
- Forum: Outdated/Not implemented
- Topic: FFF 429 Demolisher Territory should fluctuate
- Replies: 1
- Views: 402
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 any bui...
- Sat Jun 22, 2024 6:07 pm
- Forum: Ideas and Suggestions
- Topic: UI opacity setting
- Replies: 0
- Views: 213
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 game...
- Fri May 03, 2024 12:10 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 35240
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 can su...
- Fri Apr 19, 2024 7:00 pm
- Forum: Ideas and Suggestions
- Topic: Spidertron Improvements , SCOUT and FORMATION
- Replies: 9
- Views: 1105
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...
- Thu Apr 18, 2024 2:55 am
- Forum: Ideas and Suggestions
- Topic: Spidertron Improvements , SCOUT and FORMATION
- Replies: 9
- Views: 1105
- Sun Mar 24, 2024 3:24 am
- Forum: Ideas and Suggestions
- Topic: 64-bit integer limit
- Replies: 18
- Views: 2227
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...
- Sun Mar 24, 2024 3:18 am
- Forum: Ideas and Suggestions
- Topic: 64-bit integer limit
- Replies: 18
- Views: 2227
Re: 64-bit integer limit
Even better, that would make this change nearly seamless and not overly complicated either
- Sat Mar 23, 2024 4:00 am
- Forum: Ideas and Suggestions
- Topic: 64-bit integer limit
- Replies: 18
- Views: 2227
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...
- Thu Mar 21, 2024 8:30 pm
- Forum: Ideas and Suggestions
- Topic: Skip mod loading
- Replies: 5
- Views: 758
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...
- 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: 6971
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...
- Sun Feb 04, 2024 6:53 pm
- Forum: Ideas and Suggestions
- Topic: Circuit Network Bounding Box
- Replies: 3
- Views: 515
Re: Circuit Network Bounding Box
Fixed, thank you for the help. Glad that they make it as obvious as possible