When a player is kicked or banned, I would love for that to be aggregated somewhere.
The actual decision of whether to kick or ban should be left in human hands.
Admins should be able to set some threshold of who is allowed to join their server. (Example: no more than three bans in the last 30 days ...
Search found 203 matches
- Sat Mar 25, 2017 5:25 am
- Forum: Ideas and Suggestions
- Topic: Vote to Kick/Ban
- Replies: 91
- Views: 32218
- Sat Mar 25, 2017 5:15 am
- Forum: Ideas and Suggestions
- Topic: Train Station: Option to require stop
- Replies: 7
- Views: 4246
Re: Train Station: Option to require stop
It's already possible to use chain signals to make sure that a train doesn't enter a section of track unless it can also exit.
Can you give an example of when the train takes the wrong path?
Can you give an example of when the train takes the wrong path?
- Fri Mar 24, 2017 7:36 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 163
- Views: 66696
Re: Roboports should output missing materials to circuit network
If a request is unsatisfied, that could mean the item isn't available or there aren't enough construction/logistic robots. It's important to be able to distinguish between these two cases.PacifyerGrey wrote: By unsatisfied I mean that there are no bots currently in progress of carrying the item to its destination.
- Fri Mar 24, 2017 7:28 pm
- Forum: News
- Topic: Friday Facts #183 - Aiming for the release date
- Replies: 145
- Views: 87502
Re: Friday Facts #183 - Aiming for the release date
I am so excited for 0.15! (Even if it takes 4-6 weeks or whatever.)
Have you thought about releasing 0.15 without nuclear power? Nuclear power is exciting but I (personally) don't think it's worth delaying the release for weeks. You can push nuclear power into a much smaller 0.16 release, similar ...
Have you thought about releasing 0.15 without nuclear power? Nuclear power is exciting but I (personally) don't think it's worth delaying the release for weeks. You can push nuclear power into a much smaller 0.16 release, similar ...
- Tue Mar 21, 2017 2:07 am
- Forum: Ideas and Suggestions
- Topic: [SERVER] Protection vs Griefer
- Replies: 29
- Views: 13297
Re: [SERVER] Protection vs Griefer
"undo" is never going to happen.
If a griefer places a deconstruct order, I would love to be able to do a construction order to place ghost images for what used to be there.
If a deconstruct order is caught early it can be canceled, but once entities have been removed it's a pain to reconstruct ...
If a griefer places a deconstruct order, I would love to be able to do a construction order to place ghost images for what used to be there.
If a deconstruct order is caught early it can be canceled, but once entities have been removed it's a pain to reconstruct ...
- Tue Mar 21, 2017 1:47 am
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 163
- Views: 66696
Re: Roboports should output missing materials to circuit network
I'll jump on this one and say this is a feature I would love too. It would make it possible to do on-demand production without excessive buffering everywhere (buffering in chests, buffering in cargo wagons, etc...)
I don't see why this is a good idea. It's not that hard to keep a small buffer on ...
I don't see why this is a good idea. It's not that hard to keep a small buffer on ...
- Fri Mar 17, 2017 11:56 pm
- Forum: Ideas and Suggestions
- Topic: Quickstart
- Replies: 2
- Views: 1583
Re: Quickstart
Hi metzger43.
Here's a mod I think you would like:
"Skip First Hour"
https://mods.factorio.com/mods/ToadRoach/Fastforward-Start
If you want this change to be in vanilla I respectfully disagree. "Normal" Factorio takes some time to get everything up and running, and if you are bored by the ...
Here's a mod I think you would like:
"Skip First Hour"
https://mods.factorio.com/mods/ToadRoach/Fastforward-Start
If you want this change to be in vanilla I respectfully disagree. "Normal" Factorio takes some time to get everything up and running, and if you are bored by the ...
- Fri Mar 10, 2017 8:18 pm
- Forum: News
- Topic: Friday Facts #181 - Calm before the storm
- Replies: 77
- Views: 46482
Re: Friday Facts #181 - Calm before the storm
I'm super excited about 0.15! Let's see if I can finish my SpaceX playthrough before you can release 0.15. 

- Tue Mar 07, 2017 6:12 am
- Forum: Ideas and Suggestions
- Topic: Automatically deploy combat robots when near enemies
- Replies: 4
- Views: 2595
Re: Automatically deploy combat robots when near enemies
How will you automate that, how many numbers should be released then if this is automated?
3. Shortcut/hotkey to launch up to ten more combat robots.
I dunno. for me it depends to so many reasons if I launch 5, 15 or 100 robots, that I would not make that automateable. Press button until enough ...
3. Shortcut/hotkey to launch up to ten more combat robots.
I dunno. for me it depends to so many reasons if I launch 5, 15 or 100 robots, that I would not make that automateable. Press button until enough ...
- Tue Mar 07, 2017 6:00 am
- Forum: General discussion
- Topic: Challenge: Build the fastest glider (and win something!)
- Replies: 72
- Views: 44519
Re: Challenge: Build the fastest glider (and win something!)
Holy cow. Congratulations everyone who submitted. I never saw that trick with roboports and burner inserters, so I was messing around with trains, boilers, and steam engines. I never got mine totally working and I never felt like it would be competitive so I never submitted it.
Now that the contest ...
Now that the contest ...
- Sat Mar 04, 2017 7:22 pm
- Forum: General discussion
- Topic: switch from .14 to .15 - savegame compatibility
- Replies: 29
- Views: 27392
Re: switch from .14 to .15 - savegame compatibility
Or (as I believe someone else suggested) a way to automatically highlight all entities of a specific type. Like highlight all transport belts, or all pumps, or whatever.Kane wrote: Not a bad idea he could with his map changes add some sort of new changes or migration icons on the map
- Sat Mar 04, 2017 7:19 pm
- Forum: Ideas and Suggestions
- Topic: Droids Pathfinding
- Replies: 14
- Views: 7687
Re: Droids Pathfinding
Current state of discussion: This is only needed, if the game would need us to build U-shaped robot-areas. But that is not the case. :)
If you have a large lake/ocean, it would be nice if the robots followed the base instead of taking the most direct path and running out of power over the ocean ...
If you have a large lake/ocean, it would be nice if the robots followed the base instead of taking the most direct path and running out of power over the ocean ...
- Sat Mar 04, 2017 7:14 pm
- Forum: Ideas and Suggestions
- Topic: Automatically deploy combat robots when near enemies
- Replies: 4
- Views: 2595
Automatically deploy combat robots when near enemies
TL;DR: Combat robots in my inventory should be automatically deployed when I'm near enemies. I shouldn't have to click 100 times to launch 100 robots.
Original thread: create an entity that fits in armor slots to launch combat robots automatically.
https://forums.factorio.com/viewtopic.php?f=6&t ...
Original thread: create an entity that fits in armor slots to launch combat robots automatically.
https://forums.factorio.com/viewtopic.php?f=6&t ...
- Sat Mar 04, 2017 7:10 am
- Forum: Ideas and Suggestions
- Topic: Signal gantries
- Replies: 5
- Views: 3014
Re: Signal gantries
My comments are not so much outlining a problem as, highlighting a personal (so not very important), wish.
Nothing wrong with asking for what you want. Who knows, maybe the devs will implement this at some point. I'm not saying that all popular requests get implemented, but the devs certainly take ...
Nothing wrong with asking for what you want. Who knows, maybe the devs will implement this at some point. I'm not saying that all popular requests get implemented, but the devs certainly take ...
- Sat Mar 04, 2017 6:27 am
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 86483
Re: Friday Facts #180 - Map interaction
3. Have a "heat" map based on how much electricity objects are using.
+1
If I have a lot of steam engines all next to each other, I'd like the steam engine icon to appear automatically. Same for solar+accumulators. Same for assembling machines that all have the same recipe.
The power grid view ...
- Fri Mar 03, 2017 11:17 pm
- Forum: Ideas and Suggestions
- Topic: Signal gantries
- Replies: 5
- Views: 3014
Re: Signal gantries
Straight rail in Factorio takes up a 2x2 tile area. (You can turn on "show tiles" in the graphics settings and pause the game with shift-space to see the individual tiles.)
As far as I know the rails have always been 2x2, and the devs are hard at work making better art for the upcoming 0.15 release ...
As far as I know the rails have always been 2x2, and the devs are hard at work making better art for the upcoming 0.15 release ...
- Fri Mar 03, 2017 11:10 pm
- Forum: Ideas and Suggestions
- Topic: Waste production Mod/Development proposal
- Replies: 41
- Views: 25769
Re: Waste production Mod/Development proposal
Here are some examples of mods that satisfy some of what the OP wants:
Wear and Tear
The "Wear and Tear" mod (which I've never used) has machines degrade after they have been used for a long time. When a machine is degraded it produces more pollution and is less efficient. The mod also allows ...
Wear and Tear
The "Wear and Tear" mod (which I've never used) has machines degrade after they have been used for a long time. When a machine is degraded it produces more pollution and is less efficient. The mod also allows ...
- Fri Mar 03, 2017 10:53 pm
- Forum: Ideas and Suggestions
- Topic: Droids Pathfinding
- Replies: 14
- Views: 7687
Re: Droids Pathfinding
Or don't build your base in a horseshoe shape. Yes, I agree that this behavior is unlikely to change so it's just a constraint to work around.
- Fri Mar 03, 2017 10:52 pm
- Forum: Ideas and Suggestions
- Topic: Modular vehicles
- Replies: 7
- Views: 4738
Re: Modular vehicles
There's a mod that does this: AAI Programmable VehiclesMatteo wrote:what about remote controlling of vehicles?
Does that help or you want to see this in vanilla?
- Fri Mar 03, 2017 10:48 pm
- Forum: Ideas and Suggestions
- Topic: Combat robots in armor slots
- Replies: 1
- Views: 1157
Combat robots in armor slots
TL;DR: Make an entity that can dispatch combat robots and fits into armor slots, similar to the personal roboport.
The original suggestion: stop construction bots from entering combat.
https://forums.factorio.com/viewtopic.php?f=6&t=41342
The problem: construction robots repeatedly follow each ...
The original suggestion: stop construction bots from entering combat.
https://forums.factorio.com/viewtopic.php?f=6&t=41342
The problem: construction robots repeatedly follow each ...