Great FF.
I'm going to add my support for a disable logistic request toggle.
Search found 121 matches
- Fri Feb 01, 2019 8:01 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 88326
- Sat Jan 26, 2019 7:39 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 75445
Re: Friday Facts #279 - Train GUI & Modern Spitter
my complaint with the train GUI is its a PITA to manage lots of trains with the same schedule, copy&paste every train is a hassle to do.
- Mon Dec 31, 2018 12:52 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153489
Re: Friday Facts #275 - 0.17 Science changes
Infinite research is mostly military upgrades, so except for production upgrades they lose their appeal very quickly once bitters reach their evolution cap. V453000's Gridlock map really highlights this as he really didn't take any of the space science upgrades and his outposts are just defended by...
- Fri Dec 28, 2018 10:05 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153489
Re: Friday Facts #275 - 0.17 Science changes
Infinite research is mostly military upgrades, so except for production upgrades they lose their appeal very quickly once bitters reach their evolution cap. V453000's Gridlock map really highlights this as he really didn't take any of the space science upgrades and his outposts are just defended by ...
- Sat Oct 27, 2018 1:37 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 209645
Re: Friday Facts #266 - Cleanup of mechanics
I like all the changes, but I'm neutral about the assemblers. Since we're looking at streamlining game mechanics, can we look at the rocket silo? It's full of unexpected behaviours that's not taught anywhere in the game: crafts two recipes at the same time (rocket parts and the rocket itself), if yo...
- Mon Aug 13, 2018 8:43 pm
- Forum: General discussion
- Topic: The hardest mode yet
- Replies: 9
- Views: 3307
Re: The hardest mode yet
Just let us choose in the map preview where to spawn. Changing the spawnpoint during gameplay would be great too.
- Thu Aug 02, 2018 6:28 am
- Forum: News
- Topic: Friday Facts #253 - Fans & Fun
- Replies: 74
- Views: 32230
Re: Friday Facts #253 - Fans & Fun
Ever heard of "Advanced settings" or "Death world"? You can scale biters and their difficulty curve however you want all the way to downright no chance. Whoever wants harder and more interesting biters should use mods for that. I saw one, that makes biters use basic tactics like...
- Sun Jun 24, 2018 5:27 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Allow Map View Manipulation of Constant Combiator
- Replies: 7
- Views: 2374
Re: [Request] Allow Map View Manipulation of Constant Combiator
You already can manipulate any combinator via map view. You just need to blueprint the combinator with the setting you want, and shift (control?) click the blueprint down over the one you want to change. Though it won't change the wires. Your inputs & outputs need to already be wired (or in a b...
- Sun Jun 24, 2018 1:17 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Allow Map View Manipulation of Constant Combiator
- Replies: 7
- Views: 2374
Re: [Request] Allow Map View Manipulation of Constant Combiator
I have been looking for a mod like this, since it doesn't seem possible currently, can somebody make an interface request? (I wouldn't know what to request specifically)
- Fri Jun 22, 2018 5:28 pm
- Forum: Implemented Suggestions
- Topic: Remove Mining Hardness/Power?
- Replies: 13
- Views: 6822
Re: Mining Hardness/Power
From the perspective of the player, the game shows me hardness, time to mine, mining power, mining speed, etc and is utter useless information without the formula that you can only find in the wiki, so is just clutter in the UI. But instead of simplifying it I would just ask for Factorio to have an ...
- Wed Jun 20, 2018 4:12 pm
- Forum: Ideas and Suggestions
- Topic: Traveling by train shouldn't aggro biters
- Replies: 9
- Views: 2208
Re: Traveling by train shouldn't aggro biters
I would go the other way and say aliens should be aggravated by trains. Why? Trains burn fuel and that should produce pollution. So as they drive along a track they should spread pollution. When the pollution hits any aliens they should follow the stink and wander along (and across) the train track...
- Tue Jun 19, 2018 8:53 am
- Forum: Ideas and Suggestions
- Topic: Traveling by train shouldn't aggro biters
- Replies: 9
- Views: 2208
Traveling by train shouldn't aggro biters
I have some issues with how biters behave in the game, by far the most annoying one is biters trying to attack the player while he's moving by train. You can leave kilometers of undefended railway for hours and biters will never go after the passing trains, but should the player travel there then is...
- Mon Jun 11, 2018 11:46 pm
- Forum: Off topic
- Topic: Satisfactory - 3D Factorio?
- Replies: 69
- Views: 62714
Re: Satisfactory - 3D Factorio?
no linux support, pass.
- Tue Jun 05, 2018 8:45 pm
- Forum: General discussion
- Topic: efficiency of dragon's teeth on biters
- Replies: 32
- Views: 16225
Re: efficiency of dragon's teeth on biters
I'm not against any improvements to pathfinding, but do you have any examples of where pathfinding is an issue that doesn't involve cheesy dragon's teeth? well, trees. It upsets me that bitters are so clumsy in navigating the forests of their native planet. Though you could solve that without resor...
- Sun Jun 03, 2018 11:27 pm
- Forum: Ideas and Suggestions
- Topic: Mining Uranium Should be Required
- Replies: 21
- Views: 8225
Re: Mining Uranium Should be Required
Change the portable fusion reactor into a portable fission reactor, uses fuel cells for produce energy. Still not a big uranium sink (a single cell would last ~3 hours) but it would be a compelling reason for setup a centrifuge running.
- Sat Jun 02, 2018 6:55 am
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 60641
Re: Friday Facts #245 - Campaign concept
Going by Steam achievement numbers is pretty unreliable anyways. It's not uncommon for popular games to have an unavoidable achievement at the beginning of the game yet it has a 60-70% rate of game owners having gotten it. For example: Image This means that more than 3/10 owners of Portal 2 haven't...
- Tue May 01, 2018 10:43 pm
- Forum: General discussion
- Topic: Why use Beacons?
- Replies: 17
- Views: 33534
Re: Why use Beacons?
The way eff modules work with beacons, a 2xeff3 beacon needs to touch 5 assemblers or 6 furnaces to break even, which is hard to do except in the most dense layouts. And that's for break even, so the energy savings are actually very small in comparison with the cost of the modules. So if you're goin...
- Sun Apr 15, 2018 9:34 pm
- Forum: Ideas and Suggestions
- Topic: Ability to move combinator with wires still attached
- Replies: 7
- Views: 2338
Re: Ability to move combinator with wires still attached
how would that help if you want to move just one combinator?dood wrote:Just blueprint copypaste it someplace else, it'll include the wires. Bots attach them for free.
- Sun Apr 15, 2018 1:09 am
- Forum: Ideas and Suggestions
- Topic: Show a Nest's aggro range/territory
- Replies: 10
- Views: 3078
Re: Show a Nest's aggro range/territory
The aggroing of bitters is really something that annoys me to no end in this game. There's absolutely no feedback about it, and it makes no sense that the bitters are so obsessed in hunting a mutant monkey they have never seen before, specially in the early stages of the game. From their perspective...
- Sun Apr 08, 2018 9:57 pm
- Forum: Ideas and Suggestions
- Topic: ingame calculator
- Replies: 12
- Views: 6031
Re: ingame calculator
I use a pocket calculator, paper and pen.