I know it's old thread, but still valid suggestion. Also 0.16 compatible mod to the list
https://mods.factorio.com/mods/Marthen/logtech-beacon
I really feel like this should be part of the base game. There's no reason to include storage slots for roboports inside things like solar panel/accumulator ...
Search found 529 matches
- Thu Jan 11, 2018 11:46 pm
- Forum: Ideas and Suggestions
- Topic: Robot Charging Only Building
- Replies: 6
- Views: 3125
- Thu Jan 11, 2018 11:21 pm
- Forum: Ideas and Suggestions
- Topic: Nerfing Requester / Provider chests
- Replies: 2
- Views: 1454
Re: Nerfing Requester / Provider chests
Increase the size of Provider / Requester chest to 3x3.
2x2 would still be a pain that might not go well with most people.
Reduce the number of item types in a requester / provider chests to 1.
No chance, too heavy nerf. You wouldn't automate recipes that need 5 different items in the recipe ...
2x2 would still be a pain that might not go well with most people.
Reduce the number of item types in a requester / provider chests to 1.
No chance, too heavy nerf. You wouldn't automate recipes that need 5 different items in the recipe ...
- Sun Dec 17, 2017 3:26 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.4] Beacons not highlighting labs
- Replies: 2
- Views: 2955
[0.16.4] Beacons not highlighting labs
Beacons have a feature that they give white rectangular mark around factorios within effect range while placing them. It works with assemblers but not research labs.
- Sat Dec 16, 2017 4:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.0] Modded achievements are not persisted
- Replies: 7
- Views: 6569
Re: [kovarex] [0.16.0] Modded achievements are not persisted
Just a note, i don't have achievements.dat file at all, and it's not being regenerated into \AppData\Roaming\Factorio\. I am getting achievements everytime i start my modded game.
- Sat Dec 16, 2017 6:47 am
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 83855
Re: Friday Facts #221 - 0.16 is out
I'm just dropping this here... Hope it helps some of you while they work out how compression should work:


- Sat Oct 14, 2017 9:31 am
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 89205
Re: Friday Facts #212 - The GUI update (Part 1)
This pic causes 1 concern...
https://eu1.factorio.com/assets/img/blog/fff-212_gui-v2_train-schedule-mockup_06.png
Are you considering to drop moddability of the categories? The way it's layed out makes it look like 4 categories is standard that can't change.
I might still prefer the way they were ...
https://eu1.factorio.com/assets/img/blog/fff-212_gui-v2_train-schedule-mockup_06.png
Are you considering to drop moddability of the categories? The way it's layed out makes it look like 4 categories is standard that can't change.
I might still prefer the way they were ...
- Wed Oct 11, 2017 2:44 am
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 82
- Views: 58870
Re: [MOD 0.15] VehicleSnap
Tested 0.15.34 and experimental 0.15.36, worked in both cases. Both with a save where the mod existed before and where it didn't, and only tried car.
How did it break? If it's not snapping, maybe you accidentally pressed the key combination which should be Shift+V.
How did it break? If it's not snapping, maybe you accidentally pressed the key combination which should be Shift+V.
- Sun Sep 17, 2017 5:11 pm
- Forum: Implemented Suggestions
- Topic: Fixing unclickable areas in inventory
- Replies: 0
- Views: 813
Fixing unclickable areas in inventory
How often does it happen to you, that you are trying to move stack of items to your inventory, click it and notice that the stack is still in your hand? That is because there is a 2 pixels wide gap between all the slots.
factorio_uigrid.png
What i'm proposing is basically making the grid between ...
factorio_uigrid.png
What i'm proposing is basically making the grid between ...
- Thu Aug 24, 2017 10:17 am
- Forum: Ideas and Suggestions
- Topic: Peaceful mode and disabling achievements
- Replies: 0
- Views: 1027
Peaceful mode and disabling achievements
As far as i understand, currently if you enable peaceful mode, some achievements are disabled. However if you use worldgen settings that makes no biters at all, you do get all achievements. There's not much difference, except that with peaceful it's even harder to play and so i don't see the reason ...
- Fri Aug 18, 2017 10:57 pm
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 55467
Re: Friday Facts #204 - Another day, another optimisation
Doesn't work if you're actually destroying entities outside their own update call though, because you may end up swapping an entity which acted this cycle with one which has not.
Not if you iterate the vector from end to beginning. Some pseudo if you wanted to make particle system:
for (p ...
Not if you iterate the vector from end to beginning. Some pseudo if you wanted to make particle system:
for (p ...
- Tue Aug 15, 2017 2:57 am
- Forum: Ideas and Suggestions
- Topic: Move items from one stack to another with the scroll wheel.
- Replies: 8
- Views: 4477
Re: Move items from one stack to another with the scroll wheel.
It's been a while since the topic was made, but i was just instinctively trying if i could use mousewheel for that today like i do in Minecraft. But sadly it's not in Factorio, yet anyway.
So simply put; when any container inventory is open (including a turret UI) and you mouseover an item stack ...
So simply put; when any container inventory is open (including a turret UI) and you mouseover an item stack ...
- Sat Jul 22, 2017 12:01 am
- Forum: News
- Topic: Friday Facts #200 - Plans for 0.16
- Replies: 129
- Views: 90140
Re: Friday Facts #200 - Plans for 0.16
A longer-term solution will be to allow building noise functions from Lua code, which will have the side-effect of making the system hackable by modders.
I'm not sure how efficient Factorio's LUA interpreter is, but map generation is one of those things that need the most out of cpu performance. I ...
I'm not sure how efficient Factorio's LUA interpreter is, but map generation is one of those things that need the most out of cpu performance. I ...
- Fri Jul 21, 2017 11:02 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 82
- Views: 58870
Re: [MOD 0.15] VehicleSnap
It was a little delicate subject, in the end i thought reverse is so slow and rarely used that it wouldn't benefit much of snapping. Did you test if tanks reach reverse speed of -0.1? If the number is put too low, one old bug would resurface... That was a tricky one too, that vehicle gets stuck on ...
- Tue Jun 20, 2017 8:54 am
- Forum: Mods
- Topic: [Mod 2.0] Power Armor MK3+
- Replies: 110
- Views: 87550
Re: [Mod 0.15] Power Armor MK3
The research costs of Personal Defense Damage don't seem to grow linearly. The tech ranks 4 and 5 seem inconsistent. Tech 3 needs yellow science but rank 4 doesn't and rank 5 costs less than rank 3.
- Fri Jun 16, 2017 11:55 am
- Forum: Implemented Suggestions
- Topic: [0.15.5] No confirmation prompt on deleting a blueprint book
- Replies: 54
- Views: 26699
Re: Confirmation on Delete Blueprint Book
Second time today that i accidentally delete my blueprint book... This really needs some confirmation or locking mechanism.
- Fri May 26, 2017 10:20 pm
- Forum: 1 / 0 magic
- Topic: [0.15.15] FPS drops // nvidia releated?
- Replies: 9
- Views: 5632
Re: [0.15.15] FPS drops // nvidia releated?
Yes, press F5 ingame to see details. How many ms each thing does.
edit: Nvm you already showed screen with that. Still, you answered your own question. Doesn't go more detailed than "Entity update 16ms".
edit: Nvm you already showed screen with that. Still, you answered your own question. Doesn't go more detailed than "Entity update 16ms".
- Thu May 18, 2017 2:21 pm
- Forum: Not a bug
- Topic: [15.11] Mapzoom Bug
- Replies: 32
- Views: 17202
Re: [15.11] Mapzoom Bug
The next version sounds like fixing the problem. But it's not nearly as bad as you make it out to be, about 30% less shown though. This is from map:
edit: 0.15.12 came, and roughly 5.1 chunks show horizontally.
edit: 0.15.12 came, and roughly 5.1 chunks show horizontally.
- Thu May 18, 2017 1:39 pm
- Forum: Not a bug
- Topic: [15.11] Mapzoom Bug
- Replies: 32
- Views: 17202
Re: [15.11] Mapzoom Bug
I like it the way it is in 0.15.11. Zoom level for map camera view is roughly same as max zoomed out player, and map view on the closest zoom is showing so big pixels there is no missing any details.
From what i gather, people here want the player camera to start showing when zoomed even closer ...
From what i gather, people here want the player camera to start showing when zoomed even closer ...
- Wed May 17, 2017 4:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.0] FPS issues with High Resolution steam engines
- Replies: 8
- Views: 3773
Re: [0.15.0] FPS issues with High Resolution steam engines
160 steam engines on same screen and cloud effects on, 60/60 fps/ups while zoomed out to max.
- Tue May 16, 2017 6:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.11] Randomly multiline itemname in tooltips
- Replies: 1
- Views: 959
[0.15.11] Randomly multiline itemname in tooltips
I don't see consistency in why some items names show in 2 lines and some just 1. I went through the Factorio localization file and i don't see any special characters in place of spaces either.
"Copper cable" is not the longest name there is, and it divides to 2 lines. Its tooltip is well wide ...
"Copper cable" is not the longest name there is, and it divides to 2 lines. Its tooltip is well wide ...