Search found 171 matches
- Thu Nov 19, 2020 1:46 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 101437
Re: Friday Facts #363 - 1.1 is getting close
The inserter slot keeps me tinkering about what usecases it solves. We're about to lose a neat little interface to a lot of blur : We're not there yet, as a filter inserter will need some third panel to select the filters. Agreed its a cleaner way to manually clear a inserter (instead of rotating/r...
- Mon Nov 16, 2020 4:42 pm
- Forum: General discussion
- Topic: Fluid Optimization not fixed for release?
- Replies: 38
- Views: 13663
Re: Fluid Optimization not fixed for release?
I'm not happy about it either but to say Factorio was rushed is pretty funny. It was rushed. The Factorio devs wanted to release it before Cyberpunk 2077 was. Then 2077 got delayed repeatedly. Wonder if the Factorio devs ever kick themselves about it. Source: https://factorio.com/blog/post/fff-349 ...
- Mon Nov 16, 2020 12:04 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network connections for splitters
- Replies: 44
- Views: 18353
Allow connecting splitters to circuit and logistics networks
TL;DR Let splitters be connected to circuit and logistics networks for automated control. What ? Imagine being able to set a splitter to change input or output priority or filtered item based on set circuit signals or logistics network conditions. I see this working by allowing for 3 signals to be ...
- Mon Nov 16, 2020 11:41 am
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 101437
Re: Friday Facts #363 - 1.1 is getting close
(Why would inventory be needed to look at inserters and combinators on the ground anyway? There is no function there at all). Inserters have items in hand. With this new GUI you can take items out of the hand of an inserter that got stuck and cannot drop its item. Combinators don't have an inventor...
- Fri Oct 09, 2020 3:18 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 85138
Re: Friday Facts #361 - Train stop limit, Tips and tricks
Just more proof that the Factorio devs are the greatest devs ever. Love you all!
- Sun Aug 16, 2020 6:46 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.18.38] Modded Power Armor grid tiny with 1366x768 and 100% UI size
- Replies: 10
- Views: 4958
Re: [0.18.38] Modded Power Armor grid tiny with 1366x768 and 100% UI size
The GUI is designed for 1920×1080 px screens or larger. If your screen is smaller, you're supposed to use a lower UI scale. That said, there is a bit of space at the bottom, so I'll see if I can move the description to the bottom to show a little bit more of the grid. But no matter what, at that sc...
- Sun Jun 14, 2020 7:19 pm
- Forum: Ideas and Suggestions
- Topic: Reduce redundancy in text for temperature in entity tooltips
- Replies: 1
- Views: 550
Re: Reduce redundancy in text for temperature in entity tooltips
+1, consistency in the GUI is important
- Sun Jun 14, 2020 7:18 pm
- Forum: Ideas and Suggestions
- Topic: Custom constant value output for combinators
- Replies: 9
- Views: 3594
Re: Custom constant value output for combinators
Basically, Factorio needs a Computercraft (minecraft mod) equivalent. Maybe like creating a custom script and injecting it into a combinator.
- Sun Jun 14, 2020 7:16 pm
- Forum: Ideas and Suggestions
- Topic: GUI Should remember time selection in production screen
- Replies: 4
- Views: 1537
Re: GUI Should remember time selection in production screen
+1, nice QoL feature
- Sun Jun 14, 2020 7:14 pm
- Forum: Ideas and Suggestions
- Topic: Add text description to rocket parts indicating requirement of 100 parts for 1 rocket
- Replies: 1
- Views: 485
Re: Add text description to rocket parts indicating requirement of 100 parts for 1 rocket
+1. There is indeed no ingame indication of how much progress one rocket part gets; only trial and result.
- Sun Jun 14, 2020 7:05 pm
- Forum: Implemented Suggestions
- Topic: Deconstruction Book
- Replies: 27
- Views: 9268
- Sun Jun 14, 2020 6:56 pm
- Forum: Ideas and Suggestions
- Topic: Make logistic requests draggable to a new position
- Replies: 4
- Views: 1364
Re: Make logistic requests draggable to a new position
Yes, please. I found myself trying to do this earlier...
- Sun Jun 14, 2020 9:45 am
- Forum: General discussion
- Topic: Just bought the game; What were Your first impressions?
- Replies: 459
- Views: 280238
Re: Just bought the game; What were Your first impressions?
even though I can see that it's a bit troublesome to figure out a way to allow programming such a highly configurable item as a splitter. Seems simple with a bit of thought. A splitter could accept 5 inputs, 1, 2, A, B, (item type). 1/2 would be left/right input priority, A/B would be left/right ou...
- Sun Jun 14, 2020 9:37 am
- Forum: Implemented Suggestions
- Topic: Add functionality to limit the number of incoming trains per station.
- Replies: 52
- Views: 75442
Re: Add functionality to limit the number of incoming trains per station.
TL;DR: I changed my mind. There is this parallel thread in https://forums.factorio.com/viewtopic.php?f=5&t=80501 And Ambaire posted something which makes suddenly a lot of sense to me: I don't really see the problem here. Suppose a train stop is set to allow 1 2-4 train to path there, with enab...
- Sat Jun 13, 2020 9:00 pm
- Forum: General discussion
- Topic: Request: Max number of trains for stations
- Replies: 93
- Views: 41833
Re: Request: Max number of trains for stations
I don't really see the problem here. Suppose a train stop is set to allow 1 2-4 train to path there, with enabled condition of ore > 8000. There are 4 trains waiting in a stacker near the ore unload. The train stop opens up, and one train paths there. The other three wait, since the limit of 1. The ...
- Fri Jun 12, 2020 5:22 pm
- Forum: Not a bug
- Topic: [0.18.31] Searching production for Uranium shows things unrelated to Uranium
- Replies: 11
- Views: 2733
- Fri Jun 12, 2020 4:47 pm
- Forum: Not a bug
- Topic: [0.18.31] Searching production for Uranium shows things unrelated to Uranium
- Replies: 11
- Views: 2733
[0.18.31] Searching production for Uranium shows things unrelated to Uranium
What did you do? I searched the Production log for Uranium What happened? In addition to Uranium ore, U-235 and U-238, copper wire, rails and repair packs also were listed. What did you expect to happen instead? It might be obvious to you, but do it anyway! I expected only Uranium ore, U-235 and U-2...
- Mon Jun 01, 2020 4:44 pm
- Forum: Ideas and Suggestions
- Topic: [0.18.29] Please change the "Join game" sound effect
- Replies: 0
- Views: 428
[0.18.29] Please change the "Join game" sound effect
The high pitched jiggle effect is unpleasant, to say the least, and hurts my ears a bit...
- Sun May 31, 2020 5:45 pm
- Forum: News
- Topic: Friday Facts #348 - The final GUI update
- Replies: 143
- Views: 55403
Re: Friday Facts #348 - The final GUI update
The item icons looking minimalistic is fine by me given they're kinda, well, minimal by nature. I mean, you don't want a lot of details on things that appear en masse on belts and in cramped inventory grids. In fact, one of the worst offenders on this front had been the old battery redesign, which ...
- Sun May 24, 2020 1:31 am
- Forum: News
- Topic: Friday Facts #348 - The final GUI update
- Replies: 143
- Views: 55403
Re: Friday Facts #348 - The final GUI update
I can't exactly say why, but the new landfill sound is vaguely disturbing on a deeply psychological level...
gives me the heebie jeebies, to be honest
gives me the heebie jeebies, to be honest