Search found 533 matches
- Sat May 20, 2017 12:04 pm
- Forum: Ideas and Suggestions
- Topic: Colors for daltonic?
- Replies: 15
- Views: 7225
Re: Colors for daltonic?
it'd just be plain old useful for there to be a program that will turn what's on screen into something different if you're colour blind cycling RGB or swapping RB RG or GB in different games or different situations might help you and it may not look natural or right to us Neurotypicals but if it hel...
- Sat May 20, 2017 10:59 am
- Forum: Won't implement
- Topic: Folks Freaky Factorio Fantasies
- Replies: 14
- Views: 5618
Re: Folks Freaky Factorio Fantasies
I don't think you've failed and I don't think it'll just get deleted you've got some very useful suggestions but because they're all ontop of one another discussing them is a bit difficult Take the 'Make it possible to clear a keyboard shortcut, so that it's "Not set" or whatever' this wou...
- Sat May 20, 2017 10:24 am
- Forum: Implemented Suggestions
- Topic: Missing Research Requirements fix [0.15]
- Replies: 19
- Views: 9449
Re: Missing Research Requirements fix [0.15]
Actually it was what I asked for in the first place but maybe or logically it hasn't been provided by another prerequisite wasn't enough of an explanation. And that's 7 clicks but it's a constant thing to be thinking about and checking it. I'd rather be able to dump it down and not think anymore you...
- Sat May 20, 2017 10:21 am
- Forum: Ideas and Suggestions
- Topic: Check for updates before loading all the data
- Replies: 6
- Views: 2158
Re: Check for updates before loading all the data
If you're loading from Steam then Steam already pre-updates you unless you ask to skip it, I don't know how the direct version works but it might not be a bad idea to have a game launcher the same way minecraft and MOBAs do, where you load the launcher can then choose which version of the game sync ...
- Sat May 20, 2017 5:54 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 152439
Re: GreyGoo Mk I: A self-expanding factory
You're very welcome wish I had the logic and patience to design the processing cores myself but I'm glad to help any way I can.
- Sat May 20, 2017 5:34 am
- Forum: Implemented Suggestions
- Topic: Option to disable auto-repair by pers. roboport robots.
- Replies: 65
- Views: 22968
Re: Disable personal bots while moving
Whitecold: except you go to build something put down a quick blueprint and your base bots then need to fly for miles and miles. I know a lot of people who have the opposite opinion on construction, if I have the stuff on me and I'm right there then it should override the bots that are hundreds of ti...
- Sat May 20, 2017 5:27 am
- Forum: Ideas and Suggestions
- Topic: Check for updates before loading all the data
- Replies: 6
- Views: 2158
Re: Check for updates before loading all the data
Mod updates I'd assume Except that would cause issues for mulitplayer where a group of people had agreed on a set of mods and updating from the agreed set would preclude logging in. A pop up "these mods have updates would you like us to update them before starting the game" would possibly ...
- Sat May 20, 2017 3:39 am
- Forum: Outdated/Not implemented
- Topic: Laptop Battery Notification
- Replies: 3
- Views: 1870
Re: Laptop Battery Notification
At the very least set up your computer to hibernate when on low power so you don't lose anything but I doubt the Devs will want to include OS feature integration that has to work cross platform and for some people (like desktop users) just wouldn't make sense
- Sat May 20, 2017 3:32 am
- Forum: Won't implement
- Topic: Folks Freaky Factorio Fantasies
- Replies: 14
- Views: 5618
Re: Folks Freaky Factorio Fantasies
Shhh keep this a secret but you might find it useful to check out this set of instructions for posting ideas too I'd hate for some of these to get lost because you've done a batch upload
- Sat May 20, 2017 3:18 am
- Forum: Ideas and Suggestions
- Topic: Tristate Train Stops
- Replies: 5
- Views: 1420
Re: Tristate Train Stops
yeah like I said there have been a bunch of suggested methods to do this and I'm definitely behind an alternative to what I have, I do like the logistics trains but I see they aren't for everyone, if you know a bit about the coding you could probably configure it the way you like. But back to sugges...
- Sat May 20, 2017 3:02 am
- Forum: Implemented Suggestions
- Topic: Missing Research Requirements fix [0.15]
- Replies: 19
- Views: 9449
Re: Missing Research Requirements fix [0.15]
You can choose which science packs you have already available in the latest version of auto research. You're right I can but that then means I can't blueprint my science set up and expect science to just run, I have to watch and wait for the science to finish building and then allow that new scienc...
- Fri May 19, 2017 12:42 pm
- Forum: Ideas and Suggestions
- Topic: Tristate Train Stops
- Replies: 5
- Views: 1420
Re: Tristate Train Stops
yeah there are a bunch of ways suggested to allow multiple stations to share names and trains but for distributing the trains out to all the various stations, I tend to just add a bunch more trains and allow the waiting block of each station to allow bypassing By controlling the station with circuit...
- Fri May 19, 2017 11:47 am
- Forum: General discussion
- Topic: Mirrored Map? help request
- Replies: 29
- Views: 6312
Re: Mirrored Map? help request
okay so I played a bit I haven't come across the unexplored error again but not needed to explore so far recently. I did have a thought about the Generation if you only generate the Master chunk and not copy to all the slaves when the Master is done you end up with the possibility of mining the mast...
- Fri May 19, 2017 9:17 am
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 32834
Re: Make save game overwrites less dangerous
Just need to make the save game default to a time date stamp, that'd fix both problems, you'll always save as a new file if you're quickly saving without paying attention and if you want to overwrite a save you have to select it first that selecting it (choosing a name) is your check against overwri...
- Fri May 19, 2017 8:54 am
- Forum: Ideas and Suggestions
- Topic: Probability-based recipe outputs are independent
- Replies: 5
- Views: 3477
Re: Probability-based recipe outputs are independent
This gives me ideas, breaking down say a robot you might want a cascade effect. So the robot is made of 2 items so there's a 50:50 choice over which is broken to get into the object then if the circuit board is the broken one the flying robot frame has an 80% chance of being intact 20% broken. and v...
- Fri May 19, 2017 8:05 am
- Forum: Ideas and Suggestions
- Topic: Infinite module research
- Replies: 7
- Views: 1762
Re: Infinite module research
I can imagine upgrading productivity modules would throw off the ratios of intermediates for every tier researched, which would be highly upsetting to a certain key demographic of this game... well, when you improve the ratio of a module, you improve all modules at same time, affecting all the rati...
- Fri May 19, 2017 7:00 am
- Forum: Ideas and Suggestions
- Topic: Mine Straight Rails before Curved Rails
- Replies: 3
- Views: 822
Re: Mine Straight Rails before Curved Rails
I agree, the curved sections being longer you can go to the other end or somewhere in the middle but removing that 1 extra rail that's right under the ends of the curve can be a pixel hunt at times didn't think about it but beautiful QoL idea
- Fri May 19, 2017 5:30 am
- Forum: Ideas and Suggestions
- Topic: Infinite module research
- Replies: 7
- Views: 1762
Re: Infinite module research
I don't see infinite modules being a problem to anyone, but it would lead to a whole bunch of new designs, all the old ones will still work of course but you would end up with growing efficiencies later on. Productivity modules only work on intermediate products (and not all of them) and I don't see...
- Thu May 18, 2017 5:52 pm
- Forum: Implemented Suggestions
- Topic: Deconstruction planner: add Stone Rocks to "Tree only"
- Replies: 11
- Views: 4347
Re: Deconstruction planner: add Stone Rocks to "Tree only"
You know you can do this by whitelisting the rocks (actually only the grey ones not all 5) three buttons compared to the trees which is like 30+ to get them all selected that way, but a combined "remove landscape features" would help for both at the same time
- Thu May 18, 2017 4:39 pm
- Forum: Ideas and Suggestions
- Topic: Rework Reactor Neighbor Bonus to Promote Interesting Layouts
- Replies: 3
- Views: 2208
Re: Rework Reactor Neighbor Bonus to Promote Interesting Layouts
Another strategy might to be partial bonuses for partial connectedness if there was a 25% bonus for each adjacent tile and no more than 100% per reactor certain offsets and combinations of offsets might provide greater than 300% bonus at the cost of heat pipes being distant and interesting balances ...