Amazing! I will feel some of those intensely. Remote control will be a huge time saver on large maps.
My current run of Space Exploration is more and more outdated. I cannot wait for 2.0!
Search found 125 matches
- Fri Mar 22, 2024 12:13 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 112
- Views: 12722
- Fri Dec 08, 2023 6:34 pm
- Forum: Fixed for 2.0
- Topic: [1.1.87] Freeze at specific time
- Replies: 12
- Views: 39412
Re: [1.1.87] Freeze at specific time
According to last FFF https://factorio.com/blog/post/fff-388, this will be solved for 2.0 coming out with the expansion in about a year or so.
- Sun Dec 03, 2023 5:35 pm
- Forum: Ideas and Suggestions
- Topic: Accumulator charge history in electric info
- Replies: 1
- Views: 632
Re: Accumulator charge history in electric info
I have the same problem and feature request.
- Fri Nov 17, 2023 12:45 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 40599
Re: Friday Facts #381 - Space Platforms
Directly in previous FFF:alfredwallace wrote: ↑Fri Nov 17, 2023 12:33 pmhi
i didn't play factorio since 1 year and see that
this will be released as something like a DLC ? If yes where can I found more info about this and when !?
https://www.factorio.com/blog/post/fff-373
- Sun Nov 12, 2023 9:32 pm
- Forum: Ideas and Suggestions
- Topic: Image selector for blueprint description
- Replies: 0
- Views: 224
Image selector for blueprint description
Please add an image selection button to the blueprint description. Factorio-image-selector.png I noticed now the image selector is in the name of blueprint, so at least I don't have to go to renaming station GUI whenever I need an item icon. I reported it as a bug since it seems like an oversight.
- Fri Nov 10, 2023 8:14 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 325
- Views: 41630
Re: Friday Facts #384 - Combinators 2.0
I would like to get a specific tick (morning perhaps) on this surface. I made combinator based calculation of how much power does my anti-meteor defence need until morning and checked that the accumulators will last. This is based on number of ticks in a day, solar power multiplier, ammount of sola...
- Fri Nov 10, 2023 2:58 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 325
- Views: 41630
Re: Friday Facts #384 - Combinators 2.0
I would like to get a specific tick (morning perhaps) on this surface. I made combinator based calculation of how much power does my anti-meteor defence need until morning and checked that the accumulators will last. This is based on number of ticks in a day, solar power multiplier, ammount of solar...
- Sat Nov 04, 2023 7:29 am
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 172
- Views: 27923
Re: Friday Facts #383 - Super force building
Seems really cool! I love the landfill stuff in particular. While you are working in this anyways, what do you think about moving the automatic deconstruction if trees and rock to normal placement? To me personally it feels like I never don't force print as there always is any tree or rock or cliff...
- Fri Nov 03, 2023 9:11 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 172
- Views: 27923
Re: Friday Facts #383 - Super force building
2 questions: 1: Would Waterfill be implemented in the game? 2: Will the space platform have the option to have a cleaner look (aka fewer details on the surface)? For example, if I choose to remove all the decorations from the land, I make my factory look way cleaner. 1: I think they mentioned in pa...
- Thu Oct 26, 2023 1:01 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 40599
Re: Friday Facts #381 - Space Platforms
if we can dump things in space, would we be able to also dump things into water for them to disappear in the same fashion? A similar fashion sounds like cool mechanics. Since Factorio is a game about polluting the world, throwing stuff into the water should release pollution, maybe with the excepti...
- Tue Oct 24, 2023 12:07 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 40599
Re: Friday Facts #381 - Space Platforms
There's something "off" about the thrusters visuals. I think it's the smoke. It moves backwards - shouldn't it just stay put (edit; or at least move away as fast as the platform is moving)? Maybe it works different in a vaccuum? I don't know. It looks weird, though, when the smoke is prod...
- Sun Oct 22, 2023 5:23 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 40599
Re: Friday Facts #381 - Space Platforms
I wonder how repair packs work...
- Wed Jun 28, 2023 9:17 pm
- Forum: Ideas and Suggestions
- Topic: Boot game load save, then PAUSE the game with single button
- Replies: 0
- Views: 336
Boot game load save, then PAUSE the game with single button
You can launch specific save by launching with the command --load-game FILE source: https://wiki.factorio.com/Command_line_parameters I miss the option of making the game PAUSED after loading, or automatically pressing ESCape. Use case: Click play on Steam, go away. Return to the loaded game ready t...
- Thu May 25, 2023 8:10 pm
- Forum: Ideas and Suggestions
- Topic: Crafting screen Pipette
- Replies: 22
- Views: 4242
Re: Enable "Q" pipette tool to work in crafting menu.
That would be cool. I just launched a game. I crafted artillery and wanted to place its blueprint while it was being crafted.
And Q doesn't collide with any other functionality in that menu.
And Q doesn't collide with any other functionality in that menu.
- Thu May 25, 2023 7:32 pm
- Forum: Ideas and Suggestions
- Topic: "Open folder" button inside menus
- Replies: 3
- Views: 1013
Open save folder button (from load/save game)
I would like a button, that would open wherever the save is saved.
For quick interests, like "I wonder how big my save file is"
Players would not have to google where their saves are.
For quick interests, like "I wonder how big my save file is"
Players would not have to google where their saves are.
- Wed May 10, 2023 5:36 pm
- Forum: Not a bug
- Topic: [0.16.36] Bots don't auto-trash items if inventory full
- Replies: 4
- Views: 1653
[1.1.80] Auto-trash don't trash items if inventory full
Version 1.1.80 I have a similar issue: 1. Have a full inventory with one stack of miners (50). 2. Have free trash slots. 3. Set auto-trash to trash more than 50 miners (and request 0). 4. Deconstruct a miner with a hand. 5. Observe: "No space in the inventory" msg and the miner item is dro...
- Wed May 03, 2023 11:14 pm
- Forum: General discussion
- Topic: I don't know why 'factorio' makes such a fuss about "leeching"
- Replies: 15
- Views: 6372
Re: I don't know why 'factorio' makes such a fuss about "leeching"
Being able to remove fuel from locomotives will be (is already) avilable in 1.2, it actually has a good reason, to be able to automatically upgrade fuel type in your train system (apart the obvious system where you put fuel from locomotive to locomotive) I wanted to do the > apart the obvious syste...
- Mon Oct 03, 2022 9:06 am
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 58817
Re: Optimization idea: abstraction
You can run one instance of the abstraction for real and place views of that instance wherever there is a copy. For an example how to mod this look at how factorissimo can show you the inside of the factory building. Using factorissimo as base might also be an option. You build your factory inside ...
- Sat Oct 01, 2022 1:09 am
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 58817
Re: Cycles: Merge entities, mod for performance idea
I caught up with this thread, I see no one suggesting precisely what I did suggest. Implementation clarifications Note: I am talking about a furnace column, but the cycle wouldn't be 4.8 seconds, since they consume coal or other fuel, so it could be the length of burning the fuel (if multiple of 4.8...
- Sat Sep 24, 2022 1:06 am
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 58817
Cycles: Merge entities, mod for performance idea
I was reading a rant about UPS here and I thought about an idea I have had for some time. Idea The machines in factorio do repetitive work. An intelligent entity could optimize performance by finding cycles that repeat. I think this is a very hard problem. However we, as players, could select a part...