Search found 65 matches

by AdamK
Tue Dec 24, 2024 9:04 pm
Forum: General discussion
Topic: Kessel run in less than 12 parsecs
Replies: 6
Views: 1395

Kessel run in less than 12 parsecs

I propose a competition of some kind: fastest spaceship for a given space route
Rules:
1) unlimited startup time (to grab stuff and produce starting fuel&ammo)
2) any quality you want
3) can't take any damage
4) must go there and back

To be discussed: allowed tech level for repetable military ...
by AdamK
Thu Nov 14, 2024 5:27 pm
Forum: Gameplay Help
Topic: Quality question
Replies: 1
Views: 257

Quality question

If I set up my building to produce specific quality items and put quality module(s) in, will it produce (given chance) higher quality than set up?
by AdamK
Sun Nov 10, 2024 3:58 pm
Forum: General discussion
Topic: Space Age: What happened on Fulgora
Replies: 6
Views: 3063

Space Age: What happened on Fulgora

Let's create some lore :)
by AdamK
Sun Nov 10, 2024 3:01 pm
Forum: Duplicates
Topic: [2.0.x] Graphics glith
Replies: 1
Views: 200

[2.0.x] Graphics glith

When hovering with mech armor over a rocket ready to be launched from the rocket silo, tip of the rocket is drawn over player, while rest of the rocket is drawn under player.
Zrzut ekranu 2024-11-10 160059.png
Zrzut ekranu 2024-11-10 160059.png (1.03 MiB) Viewed 200 times
by AdamK
Sun Nov 03, 2024 10:04 am
Forum: Ideas and Suggestions
Topic: Better Surfaces list
Replies: 0
Views: 148

Better Surfaces list

Organize Surfaces list so platforms without means of propulsion are shown next to planets they are orbiting, something like this:
fact.png
fact.png (40.95 KiB) Viewed 148 times
And maybe add some means of organizing flying platforms by hand
by AdamK
Sat Nov 02, 2024 12:18 pm
Forum: Duplicates
Topic: [2.0.x] "Show mouse and keyboard control hints" does not work properly for vehicles
Replies: 2
Views: 311

[2.0.x] "Show mouse and keyboard control hints" does not work properly for vehicles

"Show mouse and keyboard control hints" setting does not show all working key bindings when in vehicle (ie for shooting, etc.), it shows only:
Zrzut ekranu 2024-11-02 131438.png
Zrzut ekranu 2024-11-02 131438.png (88.76 KiB) Viewed 311 times
by AdamK
Wed Oct 30, 2024 8:52 pm
Forum: Not a bug
Topic: [2.0.x] Foundry (research) trigger or wiki is wrong
Replies: 1
Views: 219

[2.0.x] Foundry (research) trigger or wiki is wrong

Foundry (research) wiki (and Factorio) says that it triggers on producing Tungsten Carbide, but I had to mine Calcite to trigger it.
by AdamK
Tue Oct 29, 2024 2:42 pm
Forum: Ideas and Suggestions
Topic: Where placing blueprint ower water, show how much landfill is needed
Replies: 0
Views: 197

Where placing blueprint ower water, show how much landfill is needed

Where placing blueprint ower water, show how much landfill is needed.
by AdamK
Tue Oct 29, 2024 7:30 am
Forum: Ideas and Suggestions
Topic: [2.x / space age] Placing bluepring with mining drills on water
Replies: 1
Views: 475

Re: [2.x / space age] Placing bluepring with mining drills on water

This also happend for other buildings when their placement is blocked either by another building or a cliff.
by AdamK
Sun Oct 27, 2024 9:28 pm
Forum: Duplicates
Topic: [2.0.x] Localization breaks search on map
Replies: 1
Views: 162

[2.0.x] Localization breaks search on map

Factorio does not know how to lowercase/upercase Polish letters (ąćęłńóśźż), so when I search for coal (węgiel in Polish) it does not work if I use uppercase ę (Ę).
by AdamK
Sun Oct 27, 2024 1:34 pm
Forum: Ideas and Suggestions
Topic: [2.x / space age] Placing bluepring with mining drills on water
Replies: 1
Views: 475

[2.x / space age] Placing bluepring with mining drills on water

When blueprint with mining drill is placed over water, even if mining drill will not be placed (due to lack of resources in that specific location) landfill is placed regardless

Expected behaviour: when placing blueprint, do not place landfill if there would be no building over it becaouse of any ...
by AdamK
Sun Jul 21, 2024 12:59 pm
Forum: News
Topic: Friday Facts #420 - Fusion Reactor
Replies: 108
Views: 33916

Re: Friday Facts #420 - Fusion Reactor

Step #2: fussion trains :D
by AdamK
Thu Jul 11, 2024 2:11 pm
Forum: Gameplay Help
Topic: Bot orders per tick
Replies: 6
Views: 1170

Re: Bot orders per tick

So if I (for example) lauch big blueprint with (for example) plenty of solar panels, to keep with it I need to produce 3 solar panels per tick?
by AdamK
Mon Jul 08, 2024 2:40 pm
Forum: Gameplay Help
Topic: Bot orders per tick
Replies: 6
Views: 1170

Bot orders per tick

How man bots can be dispatched for various jobs per tick?
by AdamK
Sat Jun 29, 2024 11:08 am
Forum: Ideas and Suggestions
Topic: Spidetron screen follow
Replies: 2
Views: 519

Spidetron screen follow

TL;DR
Add button so screen will follow spidetron the same way it can follow train
What ?
Add button so screen will follow spidetron the same way it can follow train
Why ?
I'd like the screen to be able to follow spidetron,
by AdamK
Mon Jun 17, 2024 8:07 pm
Forum: Spread the Word
Topic: GOG store main screenshot is outdated
Replies: 1
Views: 1755

GOG store main screenshot is outdated

In GOG store, main screenshot (on the top of produt page https://www.gog.com/en/game/factorio) is seriously outdated.
by AdamK
Sun Jun 09, 2024 2:42 pm
Forum: Ideas and Suggestions
Topic: Add an option to disable the black stripes in zoomed-in map view
Replies: 23
Views: 6865

Option to disable for CRT-Like shader

Please add option to disable CRT-Like shader on the edges on the screen. Not everybody wants/likes it, and it can cause ugly interfernces when there are full transport belts visible in part of the screen modified by the shader.
by AdamK
Sun May 12, 2024 8:51 am
Forum: Not a bug
Topic: Items should fall from the end of transport belts
Replies: 2
Views: 686

Items should fall from the end of transport belts

If there is nothing there to block it (like some other machine/building/wall/tree/whatever), items should fall to the ground in a nice pile from the end of the transport belt. This is unrealistic behaviour.

Current behaviour:
Items are magically stopped at the end of the transport belt

Expected ...
by AdamK
Sat Mar 16, 2024 3:08 pm
Forum: Ideas and Suggestions
Topic: Undergrounds "the other way"
Replies: 2
Views: 598

Re: Undergrounds "the other way"

Then there might be some modifier key (Alt, Ctrl, Shift) for this feature.
by AdamK
Sat Mar 16, 2024 12:06 pm
Forum: Ideas and Suggestions
Topic: Undergrounds "the other way"
Replies: 2
Views: 598

Undergrounds "the other way"

Factorio should help placing undergrounds "the other way". When we try to place them "the other way" ( < > instead of > < ), game should place belts to join them (ie. <====>).

Why?

Helps when reenginering sphagetti into more sphagetti :)

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