Search found 112 matches
- 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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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.
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.
- Thu Dec 26, 2024 3:11 pm
- Forum: Implemented Suggestions
- Topic: Paste sound barely audible -- pls make louder
- Replies: 1
- Views: 287
- 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.
An alternative solution to avoid the minimap jumping around would simply be to put the minimap at the top.
- 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 ...
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 ...
- 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.
- 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 ...
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 ...
- 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
It's such a simple QoL feature - they're probably secretly working on it already

- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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.
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.