Search found 28 matches

by MrFaul
Sun Feb 09, 2025 8:02 am
Forum: Ideas and Suggestions
Topic: QOL: Time stamps for the ingame console.
Replies: 5
Views: 258

Re: QOL: Time stamps for the ingame console.


You can do this with the ts utility from moreutils , as a piped command when launching the game, eg for a Headless Server.

Good luck!


Very valuable tip, not just for Factorio but for general server management. (That I already know)

I just want that in-game for the log/console/chat ;-)
A ...
by MrFaul
Sat Feb 08, 2025 8:56 am
Forum: Ideas and Suggestions
Topic: QOL: Time stamps for the ingame console.
Replies: 5
Views: 258

QOL: Time stamps for the ingame console.

Please add UNIX time stamps to any entry in the console and let the client render those localized so we finally know when what happend.

I like to know when people connect / disconnect to my game because I often run the game idle in the background as a OP screen saver 🀣
(Watching trains doing their ...
by MrFaul
Sun Feb 02, 2025 9:09 pm
Forum: Combinator Creations
Topic: Fuel consumption control for thrusters in Space Age
Replies: 50
Views: 90477

Re: Fuel consumption control for thrusters in Space Age

Uhm...
Just use a tank behind the pump to measure the fuel level.
Then set the pump(s if its a bigger ship, still only one tank to measure) to turn of at the desired % of 1k.
Then make a test flight to dial in offset for the sweet spot of your ship and your good to go.

This is a self regulating ...
by MrFaul
Fri Jan 24, 2025 5:41 pm
Forum: Ideas and Suggestions
Topic: Please, PLEASE make circuit connection behavior configurable per wire
Replies: 51
Views: 5996

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

Any news on this?
Because it would reduce headaches a lot...
by MrFaul
Tue Oct 22, 2024 2:12 pm
Forum: Ideas and Suggestions
Topic: Auto-launching of mixed rockets
Replies: 58
Views: 17272

Re: Auto-launching of mixed rockets

You can set a custom rocket load out on the space platform, there is a option for that.
But I think it's still only a single type of item that gets send, so the rocket is mostly empty.

You're supposed to automate that with the circuit network.
And honestly I think it's fine that way, it's still ...
by MrFaul
Fri Jul 19, 2024 1:10 pm
Forum: News
Topic: Friday Facts #420 - Fusion Reactor
Replies: 108
Views: 32606

Re: Friday Facts #420 - Fusion Reactor

I think it looks absolutely awesome.
But I don't like the mechanics, they feel way to similar to fission, rather repetitive.

I'd would love to seen something akin to Helions approach, directly using the magnetic field of the plasma to generate electricity.
This way the generator would be pulsed ...
by MrFaul
Fri Feb 23, 2024 4:08 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 295
Views: 91802

Re: Friday Facts #399 - Trash to Treasure


- You have to build defensive coverage everywhere you build - check, although this time it seem you don't get a planet-wide solution, but HAVE to do it on every point. Can't wait to have additional entiities on mining outposts which have to be delivered and stamped down in a grid.


This is the ...
by MrFaul
Fri Sep 29, 2023 11:52 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 342
Views: 130478

Re: Friday Facts #378 - Trains on another level

Spaghetti trains, hell yeah.
With the new ability to Route trains over the base a lot of possibilities open up.

I wonder how much awesome stuff is left, surely you can't keep this up until release.
That would be one hell of a ride.

Also, can I make a wish?
Hopper/Funnel unloader:
To dump stuff ...
by MrFaul
Sat Jun 20, 2020 6:27 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 91901

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

https://forums.factorio.com/viewtopic.php?p=488255#p488255
I love you guys, you are by far my favorite developer studio.

And I wonder shouldn't pipes that are not connected to any I/O or storage be flushed automatically?
Sure it's a waste, but honestly as somebody who witnessed idiots putting a ...
by MrFaul
Sun Apr 05, 2020 10:15 am
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 110524

Re: Friday Facts #339 - Beacon HR + Redesign process

I don't like the "tower" idea of the beacon.

But I think this design is going somewhere
https://cdn.factorio.com/assets/img/blog/fff-339-beacon-anim-test.gif

Lose the pin on top, sink it deeper into the hole to reduce the complexity.
Basically a hole in the ground with mysterious suspended ...
by MrFaul
Fri Jul 26, 2019 2:33 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 375139

Re: Friday Facts #305 - The Oil Changes

Hm I don't know about the flamethrower ammo, just using crude oil doesn't feel right.
Crude oil is very viscose and actually hard to ignite (don't get it burning so), it just doesn't fit as ammo.

I'd have it rather if you would need a recipe change to require:
1x crude oil barrel
2x petroleum ...
by MrFaul
Fri May 03, 2019 5:05 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 69665

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

Jo I would buy a really expensive limited special edition with a high quality hand made hard cover book that includes:

All accumulated Friday Facts up to this point
Art work
Maybe Popular blueprints with description (and a exchange string QR Code)
Tips and tricks
Factorio dev history
Lore
3 ...
by MrFaul
Fri Feb 02, 2018 4:36 pm
Forum: Ideas and Suggestions
Topic: Local power connector module for modular armor
Replies: 97
Views: 45704

Allow Armors to charge on power poles

Well the idea is simple,

allow the modular/power armor to be charged in the supply area of power poles.
Helps very much in the mid game when you just researched the tech :-D
by MrFaul
Sun Jan 14, 2018 4:46 pm
Forum: Ideas and Suggestions
Topic: How to make pallets work, and fix the bot op problem
Replies: 1
Views: 1252

How to make pallets work, and fix the bot op problem

OK this is a touchy topic for a lot of people but while I like bots for their versatility I also detest them to be able to get that kind of performance.

In order to change that, belts need to be able to be competitive with robots in terms of conveniences and speed.
But that is not a easy feat ...
by MrFaul
Sat Sep 10, 2016 12:06 pm
Forum: Ideas and Suggestions
Topic: Attack on Albert: Pressure gauges for the pipes
Replies: 5
Views: 3345

Re: Attack on Albert: Pressure gauges for the pipes

Indeed, this mod adds everything to solve my problems.
But I'm not quite satisfied with it.

I don't like the idea of adding nine new items when one configurable item is sufficient.

Solving the "connection" mess by adding each piece as standalone isn't good practice.
Another solution to that would ...
by MrFaul
Fri Sep 09, 2016 10:08 pm
Forum: Ideas and Suggestions
Topic: Ideas for some Loading Changes
Replies: 3
Views: 2468

Re: Ideas for some Loading Changes

Well I think you will have to wait until a real pre- game/load lobby system is implemented.
It is possible to validate the check sums for a savegame, but squeezing it into the current game wont be easy, at least if my guesses are right.
But I agree a proper timestamp system which is only downloading ...
by MrFaul
Fri Sep 09, 2016 9:47 pm
Forum: Ideas and Suggestions
Topic: Attack on Albert: Pressure gauges for the pipes
Replies: 5
Views: 3345

Re: Attack on Albert: Pressure gauges for the pipes

Well I'm conditioning my pipe network to be always full pressure with reserves out of the tanks and my current method is not very sustainable one pump in-> two pumps out.
That method wastes energy and maybe even resources (haven't tested that yet).
I know usually you go refinery -> pump -> tanks ...
by MrFaul
Fri Sep 09, 2016 7:42 pm
Forum: Ideas and Suggestions
Topic: Attack on Albert: Pressure gauges for the pipes
Replies: 5
Views: 3345

Attack on Albert: Pressure gauges for the pipes

Actually this one is probably only hard on albert because it needs new Art and very little code (I boldly assume this).
Pressure gauges on the pipe for the circuit network, I really needed this in a recent build of mine and ended up misusing a tank and several pumps.
It would only be fair since the ...
by MrFaul
Mon Aug 29, 2016 7:53 am
Forum: Duplicates
Topic: MAJOR CRISIS Demo is missing files
Replies: 1
Views: 1360

MAJOR CRISIS Demo is missing files

Yes I know I'm exaggerating a bit here but it is true.
I told a friend to try the demo and he was unable to because it is missing:
graphics/entity/gate/wall-diode-green.png

This is in the live steam branch and on the website so I guess your automated building system messed somewhere up.
I was ...
by MrFaul
Wed Jun 29, 2016 11:12 am
Forum: Releases
Topic: Version 0.13.1
Replies: 42
Views: 39414

Re: Version 0.13.1

Still problems with the server browser.
It's unresponsive and crashes the game.

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