Well, seems to be a controversial thread..
I just want to share my point of view/opinion : I like this idea because I think that the game making different calculation for some identical blueprint seems artificial to me, and the fact that blueprint are a thing that is used by lot of player, casual ...
Search found 163 matches
- Sun Jan 10, 2021 5:14 pm
- Forum: Ideas and Suggestions
- Topic: Cloning as massive UPS improvement (Factory-Streets)
- Replies: 49
- Views: 13409
- Tue Dec 08, 2020 7:40 pm
- Forum: Ideas and Suggestions
- Topic: Spidertron UI for logistic
- Replies: 1
- Views: 1135
Spidertron UI for logistic
TL;DR
Better Spidertron User Interface : suppression inventory tab and be able to interact with spidertron logistic tab in the map (or at least activate/desactivate)
What ?
For now: when we open the spidertron UI, we got at the left our inventory,and at the right the "spidertron section" and we ...
Better Spidertron User Interface : suppression inventory tab and be able to interact with spidertron logistic tab in the map (or at least activate/desactivate)
What ?
For now: when we open the spidertron UI, we got at the left our inventory,and at the right the "spidertron section" and we ...
- Sun Nov 29, 2020 2:19 pm
- Forum: Show your Creations
- Topic: Compact Hub / Mall "Build everything" 1.0 all stage (Belt)
- Replies: 29
- Views: 203683
Re: Compact Hub / Mall "Build everything" 1.0 all stage (Belt)
Hello, I'll add the BluePrint book as soon as possible, it should be this evening.
I'll re-edit this post when it will be done.
Edit :Sorry for the waiting, pastebin no longer accept BP books. I have made another link for the Bp book that was available before, but I'm thinking about making some ...
I'll re-edit this post when it will be done.
Edit :Sorry for the waiting, pastebin no longer accept BP books. I have made another link for the Bp book that was available before, but I'm thinking about making some ...
- Mon Nov 23, 2020 11:12 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 155169
Re: Version 1.1.0
Animated background are awesome, I love the one when the character run after a lonely biter...
The rail signal display on the map is sweet to see what is missing!
Bravo!
Thanks for this amazing update!
The rail signal display on the map is sweet to see what is missing!
Bravo!
Thanks for this amazing update!
- Mon Nov 23, 2020 8:35 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Reactors BluePrint Cloning
- Replies: 20
- Views: 9138
Re: Nuclear Reactors BluePrint Cloning
This is definitely what I was missing and it is essential, thanks a lot for pointing this out.SoShootMe wrote: Mon Nov 23, 2020 8:10 pm The attribute needs to persist, and I think the player needs to be able to see it. Something like a Factorissimo warehouse .
- Mon Nov 23, 2020 5:34 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Reactors BluePrint Cloning
- Replies: 20
- Views: 9138
Re: Nuclear Reactors BluePrint Cloning
Ok, sorry for my missunderstanding.
I was suggesting this set of conditions to be counted as clone :
- Close fluid loop : water supply include (water pump in), no fluid come in or out from the BP (water and steam)
- Perfect feeding for reactors : reactors have to be filled with nuclear fuel ...
I was suggesting this set of conditions to be counted as clone :
- Close fluid loop : water supply include (water pump in), no fluid come in or out from the BP (water and steam)
- Perfect feeding for reactors : reactors have to be filled with nuclear fuel ...
- Mon Nov 23, 2020 10:44 am
- Forum: Ideas and Suggestions
- Topic: Nuclear Reactors BluePrint Cloning
- Replies: 20
- Views: 9138
Re: Nuclear Reactors BluePrint Cloning
Dave McW found me a mod very near from the idea I suggest :
https://mods.factorio.com/mod/some-npp
but it's not completly my idea yet : I wish people to be able to build their own powerplant.
A nuclear powerplant with a BP with waterpump in got only one input : uranium fuel cells, and it's easy to ...
https://mods.factorio.com/mod/some-npp
but it's not completly my idea yet : I wish people to be able to build their own powerplant.
A nuclear powerplant with a BP with waterpump in got only one input : uranium fuel cells, and it's easy to ...
- Sun Nov 22, 2020 11:47 am
- Forum: Ideas and Suggestions
- Topic: Nuclear Reactors BluePrint Cloning
- Replies: 20
- Views: 9138
Re: Nuclear Reactors BluePrint Cloning
Exactly, but the conditions to be able to consider a "factory module" as clone is far more complicated considering the many inputs and outputs a factory can have. But for a powerplant, i feel it's really easy to make it work nice and the game will earn a good performance optimisation.
- Sun Nov 22, 2020 11:43 am
- Forum: Ideas and Suggestions
- Topic: Combat Bots for Spidertron
- Replies: 0
- Views: 764
Combat Bots for Spidertron
TL;DR
Be able to use combat bots from a spidertron with no passenger
What ?
1)open spidertron inventory
2)click stack of bots
3)click ground near spidertron to deploy (like the player, but for a spidertron)
Why ?
Spidertron will soon have logistic request like a player, we will be able to ...
Be able to use combat bots from a spidertron with no passenger
What ?
1)open spidertron inventory
2)click stack of bots
3)click ground near spidertron to deploy (like the player, but for a spidertron)
Why ?
Spidertron will soon have logistic request like a player, we will be able to ...
- Sat Nov 21, 2020 7:37 am
- Forum: Ideas and Suggestions
- Topic: Nuclear Reactors BluePrint Cloning
- Replies: 20
- Views: 9138
Nuclear Reactors BluePrint Cloning
TL;DR
Option to calculate Nuclear Reactor Electric Central BP Clone like the game do for solar panel and accumulator.
What ?
Is it possible to make an option(or maybe a mod?) that can identify a clone of the same "nuclear reactor blueprint" to calculate all others iterations of the blueprint ...
Option to calculate Nuclear Reactor Electric Central BP Clone like the game do for solar panel and accumulator.
What ?
Is it possible to make an option(or maybe a mod?) that can identify a clone of the same "nuclear reactor blueprint" to calculate all others iterations of the blueprint ...
- Thu Oct 15, 2020 9:27 pm
- Forum: Show your Creations
- Topic: cars on belts with routed cars
- Replies: 1
- Views: 2434
Re: cars on belts with routed cars
Hi!
It seems awesome honnestly, can we have more pictures/screenshot to describe your factory? I really enjoy cars on belts system, I have done 2 megafactory and a tutorial about it talking quickly about rerouting. I have used loops most of the time so far but not a grid yet, I made a stacker to ...
It seems awesome honnestly, can we have more pictures/screenshot to describe your factory? I really enjoy cars on belts system, I have done 2 megafactory and a tutorial about it talking quickly about rerouting. I have used loops most of the time so far but not a grid yet, I made a stacker to ...
- Sun Oct 11, 2020 4:13 am
- Forum: Videos
- Topic: Tutorial: Cars On Belts Basics
- Replies: 0
- Views: 1495
Tutorial: Cars On Belts Basics
Hello Factorio Lovers and Cars Maniacs :)
I made this tutorial so people can know everything I have found about Cars on Belts so far:
https://www.youtube.com/watch?v=qjU_82om8zE
I hope that you like it and maybe it will help you for your factory.
Thanks Allaizn and KnightElite and thanks devs ...
I made this tutorial so people can know everything I have found about Cars on Belts so far:
https://www.youtube.com/watch?v=qjU_82om8zE
I hope that you like it and maybe it will help you for your factory.
Thanks Allaizn and KnightElite and thanks devs ...
- Fri Sep 25, 2020 8:21 pm
- Forum: Fan Art
- Topic: Bad timing to cross a railroad
- Replies: 8
- Views: 8316
Bad timing to cross a railroad
Hi Factorio lovers!
The trailer I got in head when a train got me :
https://www.youtube.com/watch?v=ZPzZQyfePCI
Have fun!
The trailer I got in head when a train got me :
https://www.youtube.com/watch?v=ZPzZQyfePCI
Have fun!
- Fri Sep 25, 2020 3:10 pm
- Forum: Videos
- Topic: Cars on Belt 1kspm module/megafactory
- Replies: 4
- Views: 2430
Re: Cars on Belt 1kspm module/megafactory
Thank you Koub for pointing the perfect time tag when I talk about it!
If I can add : the word "detect" that you use, I can't truely detect a car (without using additional inserter with specific item to tag a car/mod as inventory sensor), i got to set each stop so they release the car at the right ...
If I can add : the word "detect" that you use, I can't truely detect a car (without using additional inserter with specific item to tag a car/mod as inventory sensor), i got to set each stop so they release the car at the right ...
- Wed Sep 23, 2020 8:36 am
- Forum: Videos
- Topic: Cars on Belt 1kspm module/megafactory
- Replies: 4
- Views: 2430
Cars on Belt 1kspm module/megafactory
Hello Factorio lovers and traffic jam fan ("cough")?!?
Here's the video clip I made with a terrible accent of mine :) subtitles available if it's to hard to understand:
https://www.youtube.com/watch?v=GbQUpLXbGmU
This is possible thanks to the help of Allaizn, KnightElite and the Technical ...
Here's the video clip I made with a terrible accent of mine :) subtitles available if it's to hard to understand:
https://www.youtube.com/watch?v=GbQUpLXbGmU
This is possible thanks to the help of Allaizn, KnightElite and the Technical ...
- Fri Sep 18, 2020 8:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Possible oversight/bug in train repathing/recalculation triggers due to blue chain signal
- Replies: 10
- Views: 7304
Re: [1.0.0] Possible oversight/bug in train repathing/recalculation triggers due to blue chain signal
Hi,
I got the exact same issue, some people told me it was maybe necessary to make a bug report : so here is the picture
I got the exact same issue, some people told me it was maybe necessary to make a bug report : so here is the picture
- Wed Sep 09, 2020 12:43 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: A 4k spm modular megabase with diagonal rail grid and some concrete art
- Replies: 11
- Views: 10188
Re: A 4k spm modular megabase with diagonal rail grid and some concrete art
Awesome factory! Very nice design and flooring, keep up the good work!
- Tue Sep 08, 2020 5:03 pm
- Forum: Show your Creations
- Topic: Compact Hub / Mall "Build everything" 1.0 all stage (Belt)
- Replies: 29
- Views: 203683
Re: Compact Hub / Mall "Build everything" 1.0 all stage (Belt)
Hello, when you plug a logic wire on a roboport then you click on it, you'll see logic network options for the roboport! I hope it helps, have fun!
- Sun Aug 23, 2020 11:21 am
- Forum: Ideas and Suggestions
- Topic: Slight reduction of rocket launch animation time
- Replies: 29
- Views: 13034
Re: Slight reduction of rocket launch animation time
I wish to stick to the first idea which is allow the silo to make (slightly) more than 1 rocket/min in a classic/no modifier game.
I can agree with the idea to allow construction even during the animation of after the "launch" in the animation, reduce the animation time, but other ideas dont seems ...
I can agree with the idea to allow construction even during the animation of after the "launch" in the animation, reduce the animation time, but other ideas dont seems ...
- Wed Aug 19, 2020 11:14 am
- Forum: Show your Creations
- Topic: Compact Hub / Mall "Build everything" 1.0 all stage (Belt)
- Replies: 29
- Views: 203683
Re: Compact Hub / Mall "Build everything" 1.0 all stage (Belt)
I have changed 3 missing filters on the chests you were talking about, Thank you