Search found 125 matches
- Fri Nov 18, 2016 10:06 am
- Forum: Ideas and Suggestions
- Topic: Maintenance Required
- Replies: 17
- Views: 3959
Re: Maintenance Required
The summery of things requiring maintenance: Things decay or break, so you have to fix them. This is a pain in the backside. So you build a roboport with construction robots to automatically maintain things for you. The decay is now a non-issue and might as well not exist. If a maintenance system c...
- Thu Nov 17, 2016 9:47 am
- Forum: Ideas and Suggestions
- Topic: Maintenance Required
- Replies: 17
- Views: 3959
Re: Maintenance Required
Whoops. My bad.aka13 wrote:This has beed discussed several time, each time with the same result
Use search, you will find pages worth of angry discussion about maintenance
- Wed Nov 16, 2016 11:26 pm
- Forum: Ideas and Suggestions
- Topic: Maintenance Required
- Replies: 17
- Views: 3959
Maintenance Required
The concept here is that much of what you build would require maintenance to continue to perform efficiently. Maintenance is performed by construction bots & sometimes requires materials. Example- Express Belt: (Lube + Iron Gear Wheels) 1. After x number of entities pass across belt, belt requir...
- Wed Nov 09, 2016 9:54 pm
- Forum: Implemented Suggestions
- Topic: Filters on (De)construction Planner
- Replies: 4
- Views: 6712
Re: Filters on (De)construction Planner
Any thoughts from the devs on implementing this in vanilla or is it better left to mods?
- Wed Nov 09, 2016 9:14 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Use of Monitors (Dualscreen..., more than 60 FPS ...)
- Replies: 19
- Views: 25545
Re: Use of Monitors (Dualscreen..., more than 60 FPS ...)
+1Terukio wrote:I am 100% for each of the suggestions mentioned here. I understand that the UPS cannot (or not easily) be changed but would love multi-monitor support!!!
- Wed Nov 09, 2016 8:12 pm
- Forum: Implemented Suggestions
- Topic: Change of running power pole placement
- Replies: 4
- Views: 4422
- Fri Oct 14, 2016 10:35 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 115477
Re: Friday Facts #160 - Playtesting
I am all for early game robots, especially for clearing forests.
Maybe have mk1 construction robots (slow & land based) unlocked at electronics or automation 2 plus you could start the game with one of them next to a crashed ship w/ a couple of salvageable modules or something.
Maybe have mk1 construction robots (slow & land based) unlocked at electronics or automation 2 plus you could start the game with one of them next to a crashed ship w/ a couple of salvageable modules or something.
- Fri Oct 07, 2016 8:58 pm
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 104813
Re: Friday Facts #159 - Research revolution
ooooo I like this FF. Good ideas.
- Fri Aug 26, 2016 5:36 pm
- Forum: News
- Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
- Replies: 98
- Views: 44881
Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Great job Factorio team! You guys are awesome.
- Sat Jul 02, 2016 10:33 pm
- Forum: Duplicates
- Topic: Lost Power Armor - Possible Bug
- Replies: 1
- Views: 653
Lost Power Armor - Possible Bug
I'm not certain if this is a bug or my mistake. I somehow lost my 2nd power armor (set up for construction, not used in combat). It was unfortunately after ~1 hour of play when I noticed it was missing from my inventory. I checked everywhere I had been in that time as well as all the storage chests ...
- Thu Jun 23, 2016 10:28 pm
- Forum: Balancing
- Topic: pollution regarding stone brick/concrete
- Replies: 4
- Views: 2978
pollution regarding stone brick/concrete
If I understand correctly putting down stone brick or concrete actually reduces the amount of pollution that is absorbed by the land which leads to further pollution spread. Shouldn't this be the other way around? I mean yeah dirt/grass will absorb more than concrete but if your factory pollution is...
- Wed Jun 22, 2016 5:19 pm
- Forum: Ideas and Suggestions
- Topic: Smart Assemblers
- Replies: 13
- Views: 5071
Re: Smart Assemblers
I had an idea for a smart assembler but didn't think it was post worthy and it was kind of complicated. However since you have a similar idea I'll share it. Perhaps a logistics assembler would be a more fitting name for what I was thinking. Logistics priority 1. Active Provider 2. Storage 3. Passive...
- Wed Jun 22, 2016 5:00 pm
- Forum: Ideas and Suggestions
- Topic: Gradual onset of Exoskeletal Speed Boost
- Replies: 6
- Views: 2491
Re: Gradual onset of Exoskeletal Speed Boost
I like it.
- Sat May 21, 2016 1:20 am
- Forum: Ideas and Suggestions
- Topic: curved belts need to be explicit, not automatic
- Replies: 9
- Views: 6056
Re: curved belts need to be explicit, not automatic
I know it's annoying at first but usually it just takes 1 extra belt to fix issues like that. Not sure if it's intentional or not though as it's just a simple logistic problem to solve in a game about solving logistics problems. If it did end up getting changed then I would want something like keep ...
- Fri May 20, 2016 5:37 pm
- Forum: Ideas and Suggestions
- Topic: Replace all logistic (and smart) chest with a single chest
- Replies: 21
- Views: 7677
Re: Replace all logistic (and smart) chest with a single chest
If mode is not specified by one of the above methods: 1. If a chest has one inserter taking from it then by default it is set to requester mode 2. If a chest has one inserter feeding into it then by default it is set to passive provider mode (must be changed manually to active if desired) 3. If a c...
- Fri May 20, 2016 7:19 am
- Forum: Ideas and Suggestions
- Topic: Replace all logistic (and smart) chest with a single chest
- Replies: 21
- Views: 7677
Re: Replace all logistic (and smart) chest with a single chest
I still think it would be a good idea because it takes up less inventory space plus you wouldn't have to worry about having an excess of one type and a shortage of another. If an extra step for setup is a problem then I offer the following suggestions: 1. Logistics mode is saved in blueprints 2. Whi...
- Wed May 18, 2016 10:53 pm
- Forum: Ideas and Suggestions
- Topic: Replace all logistic (and smart) chest with a single chest
- Replies: 21
- Views: 7677
Re: Replace all logistic (and smart) chest with a single chest
Sorry to necro this thread but any updates on this or thoughts from the developers? I see in 0.13 the Smart Chest will be removed (+1 from me), but what about combining the passive/active provider, requester, & storage chests into a single "logistics" chest?
- Wed May 18, 2016 9:06 pm
- Forum: Implemented Suggestions
- Topic: holding z should continually drop items
- Replies: 32
- Views: 9114
Re: holding z should continually drop items
Come to think of it, the same argument could be made for grabbing a number of items by holding "f". +1 towards continually pick up when f is held This is the case already. The difference is that Z will put the item down where your cursor is (but only once), F will pick up all the items ne...
- Wed May 18, 2016 12:53 am
- Forum: Implemented Suggestions
- Topic: holding z should continually drop items
- Replies: 32
- Views: 9114
Re: holding z should continually drop items
It will. https://www.factorio.com/blog/post/fff-113golfmiketango wrote:Maybe that will become a non-issue in 0.13?
+1 towards continually pick up when f is held
- Tue May 17, 2016 1:09 am
- Forum: Ideas and Suggestions
- Topic: Feature request: Allow one-time orders from logistic network
- Replies: 29
- Views: 9849
Ordering items from logistics network
In addition to the current logistics slots system I suggest the ability to order items from your logistics network "one time only". Example: From build menu, ctrl+shift left click once on the roboport icon (1 roboport will be brought to you) ctrl+shift right click twice on the radar icon (...