Search found 112 matches

by ikarikeiji
Tue Jan 28, 2025 6:31 am
Forum: Ideas and Suggestions
Topic: Cargo landing pads should act more like buffer chests
Replies: 18
Views: 1876

Re: Cargo landing pads should act more like buffer chests


Are passive chests useful? I think NO.


As someone who generally plays without logistic bots: I use passive providers on every assembler output in my mall, storage generally just for deconstruction, and don't use the other three. So can't agree with you there.

On Gleba, where I did use logistic ...
by ikarikeiji
Sat Jan 25, 2025 9:59 am
Forum: Ideas and Suggestions
Topic: Aquilo: add an upgraded roboport that won't freeze
Replies: 7
Views: 594

Re: Aquilo: add an upgraded roboport that won't freeze


Would having a train (instead of robots) deliver the fuel for that local heating tower work for your design requirements?


That... is a neat idea, which I hadn't thought of, and it would definitely work , but given that roboports have to be placed every 50 tiles, it really sounds like overkill ...
by ikarikeiji
Sat Jan 25, 2025 9:52 am
Forum: Ideas and Suggestions
Topic: Rail and train "immunity" needs to be explained to the player
Replies: 3
Views: 583

Re: Rail and train "immunity" needs to be explained to the player


I think the most worse thing of the tips&tricks related to Aquilo is, that it doesn't tell you to take vast amounts of stuff with you, e.g. stacks of heatpipes, pipes, inserters, concrete etc. and everything to build a rocket silo and a rocket, to be able to escape Aquilo again.


Actually, that ...
by ikarikeiji
Thu Jan 23, 2025 6:34 pm
Forum: Ideas and Suggestions
Topic: Aquilo: add an upgraded roboport that won't freeze
Replies: 7
Views: 594

Aquilo: add an upgraded roboport that won't freeze

If you want to make a self-expanding construction network you ultimately need nothing more than electric poles and roboports outside your "mall" area.

Back on Vulcanus when I wanted to add a long rail line remotely, I already had a full mall setup with roboports and construction bots, so I just ...
by ikarikeiji
Thu Jan 23, 2025 6:19 pm
Forum: Ideas and Suggestions
Topic: Rail and train "immunity" needs to be explained to the player
Replies: 3
Views: 583

Rail and train "immunity" needs to be explained to the player

The in-game Factoriopedia gives you briefings on planets. For Fulgora and Aquilo these are really misleading in one particular way.

Fulgora's entry doesn't explain that rails (and related entities like signals), and trains, are immune from lightning strikes. Back when I first set up Fulgora I ...
by ikarikeiji
Thu Jan 23, 2025 7:59 am
Forum: Ideas and Suggestions
Topic: Automated landfill should be optional
Replies: 17
Views: 1903

Re: Automated landfill should be optional


I would also like an option to turn off automatically destroying cliffs in the same circumstances (when using them as walls on Nauvis, or for aesthetics).


Ha, yes! +1 to this too.

So far I have deliberately avoided researching cliff explosives, for this exact reason... which created the ...
by ikarikeiji
Fri Jan 10, 2025 7:57 am
Forum: Ideas and Suggestions
Topic: Replace signal value slider with useful constants like stack size
Replies: 2
Views: 346

Re: Replace signal value slider with useful constants like stack size

+1

Also, a button to toggle positive/negative would be great. I frequently use constant combinators with negative values as it's a more compact way of calculating "how many items remaining".

I don't think the x100 and /100 buttons are needed, you can just click x10 or /10 twice.
by ikarikeiji
Thu Dec 26, 2024 3:10 pm
Forum: Ideas and Suggestions
Topic: Interface Request: Hide minimap when hovering an entity
Replies: 14
Views: 1630

Re: Interface Request: Hide minimap when hovering an entity

I only have 2 pins at the moment, so that wouldn't give me much extra space. Even with 0 pins some things don't show the full tooltip - e.g. logistic network storage.

An alternative solution to avoid the minimap jumping around would simply be to put the minimap at the top.
by ikarikeiji
Wed Dec 25, 2024 1:43 pm
Forum: Ideas and Suggestions
Topic: Interface Request: Hide minimap when hovering an entity
Replies: 14
Views: 1630

Re: Interface Request: Hide minimap when hovering an entity

+1ish, because...

I don't want "auto-hide minimap while hovering an entity", I want "auto-hide everything on the right EXCEPT the minimap when hovering an entity".

So: While hovering, hide research, hide the buttons under research, and hide the pins. Leave the minimap visible for reasons explained ...
by ikarikeiji
Wed Dec 25, 2024 1:37 pm
Forum: Ideas and Suggestions
Topic: Automated landfill should be optional
Replies: 17
Views: 1903

Re: Automated landfill should be optional

+1, landfill (/tiles) should only be placed with super-force-building.
by ikarikeiji
Wed Dec 25, 2024 1:32 pm
Forum: Ideas and Suggestions
Topic: Show planet art in the background below space platforms while in orbit
Replies: 32
Views: 4078

Re: Show planet art in the background below space platforms while in orbit

I actually feel I need to -1 this... Or at least request that if this is added, have an option somewhere in graphics options to turn it off.

I really like the current vibe from being on a space platform - like "you're all alone it's just you and the stars" - I'd really miss this if there were ...
by ikarikeiji
Mon Dec 23, 2024 1:12 pm
Forum: Ideas and Suggestions
Topic: Add a toggle to disable the jetpack
Replies: 4
Views: 895

Re: Add a toggle to disable the jetpack

+1 from me too, having just obtained the mech suit.

It's such a simple QoL feature - they're probably secretly working on it already ;)
by ikarikeiji
Sun Dec 15, 2024 12:24 pm
Forum: Ideas and Suggestions
Topic: Please, PLEASE make circuit connection behavior configurable per wire
Replies: 51
Views: 5997

Re: Please, PLEASE make circuit connection behavior configurable per wire

Bump...

Can we please have this?

I'm running into more and more situations where something is either outright impossible (the obvious candidate being cargo landing pad - "read contents" + "set requests"), or where just the obvious simple solution is impossible and I have to design something much ...
by ikarikeiji
Mon Nov 11, 2024 3:30 pm
Forum: General discussion
Topic: Reverse Planet Order
Replies: 8
Views: 9976

Re: Reverse Planet Order

I chose Gleba first, because I wanted to get its rewards (rocket turret, advanced asteroid processing, epic quality) before going anywhere else.

About two weeks real time after landing (averaging several hours a day) I'm still there, have got a reliable ore-producing factory set up, currently still ...
by ikarikeiji
Sat Nov 09, 2024 10:33 pm
Forum: Ideas and Suggestions
Topic: Specify destination inventory for inserters
Replies: 6
Views: 758

Re: Specify destination inventory for inserters

I did actually originally want to suggest adding a "Rocket part assembler" entity, which'd be a standard 3x3 assembler with a different look that would only allow placement directly adjacent to a rocket silo - then, rocket part ingredients would have to be inserted into the assembler, while anything ...
by ikarikeiji
Sat Nov 09, 2024 7:53 pm
Forum: Ideas and Suggestions
Topic: Specify destination inventory for inserters
Replies: 6
Views: 758

Specify destination inventory for inserters

What:

If an inserter is pointing to a rocket silo, you should be able to click on the inserter and then configure it to either:

1. Insert into recipe ingredients
or
2. Insert into cargo.


Why:

Currently this is a Bad New Player* Experience.
*of Space Age at least

As described here , and also ...
by ikarikeiji
Fri Sep 22, 2023 2:21 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 227
Views: 82701

Re: Friday Facts #377 - New new rails


One thing I would love to see would be a rail planner that allowed you to plan long distance rails with multiple parallel tracks and the ability to separately (and/or together) route around trees, rocks, or cliffs. Personally, I really hate harming trees, and can't harm cliffs until I have cliff ...
by ikarikeiji
Fri Sep 22, 2023 2:10 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 227
Views: 82701

Re: Friday Facts #377 - New new rails


What does a roundabout look like now?

I'd like to see this too.

My standard rail building method one I've not really seen elsewhere, but I just like it: 3 tracks, 2 spaces between each, middle rail reserved for 2-way manual use, signals on the inside of the outer rails (so trains drive on the ...
by ikarikeiji
Mon Nov 11, 2019 1:24 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 93040

Re: Friday Facts #320 - Color correction

Loving the new colouring.

Perhaps darker/less saturated tones could be used when in a polluted area though? Then you would really feel the effect of destroying the native area.

Go to advanced search