Hi,
It would be cool if i could build entity ghosts without having the item in my inventory.
If i know that a support train is comming carrying the entity i could have set the ghost and leave and let the robos build it while i am absent.
In situations were i build up a blueprint it would be a great ...
Search found 118 matches
- Sun Jul 31, 2016 8:56 am
- Forum: Implemented Suggestions
- Topic: Build ghost without item in inventory
- Replies: 1
- Views: 10273
- Wed Jul 27, 2016 4:16 pm
- Forum: Ideas and Suggestions
- Topic: Sight Tower
- Replies: 3
- Views: 2825
Sight Tower
I think about a tower that has a slightly larger vision radius than combat towers(Flamethrower, bullet, laser) attack range (+20%).
This tower sends a signal if enemies are in sight of it(maybe count of enemies too).
Don't get this wrong, but it is not ment as a radar replacement. Maybe the ...
This tower sends a signal if enemies are in sight of it(maybe count of enemies too).
Don't get this wrong, but it is not ment as a radar replacement. Maybe the ...
- Wed Jul 27, 2016 7:35 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.11] ALT-View Item Indicator
- Replies: 1
- Views: 1182
[0.13.11] ALT-View Item Indicator
I switched from 0.13.08 to 0.13.11 and some item indicators in alt-view are not showing the black background anymore. It seems that it is somehow related to the entity where the idem indicator is shown. See Images (All from 13.11):
Okay:
1-ok.png
Not Okay:
1.png
Not Okay Logisticbots ...
Okay:
1-ok.png
Not Okay:
1.png
Not Okay Logisticbots ...
- Fri Jul 15, 2016 2:36 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2034
- Views: 875056
Re: Simple Questions and Short Answers
Did not find an anwser through searching - maybe someone knows:
How do stack filter inserters set the filter through circuit network if multiple values are present on the circuit network?
Hint: It's not the highest value on the Network that is taken for the filter.
Seems a bit random to me
How do stack filter inserters set the filter through circuit network if multiple values are present on the circuit network?
Hint: It's not the highest value on the Network that is taken for the filter.
Seems a bit random to me
- Wed Jul 13, 2016 5:45 pm
- Forum: Ideas and Suggestions
- Topic: Underground Belt and undergroud-pipes cost by length
- Replies: 11
- Views: 4781
Re: Underground Belt and undergroud-pipes cost by length
Sorry for Doublepost:
But the "produce while laying" problems is not a problem imho. If you have 20 Underground Pipes you may lay a pipe that is 20 tiles long. So there is no "produce while building" it's just that if i lay a underground pipe that more pipes are consumed. I know that there are ...
But the "produce while laying" problems is not a problem imho. If you have 20 Underground Pipes you may lay a pipe that is 20 tiles long. So there is no "produce while building" it's just that if i lay a underground pipe that more pipes are consumed. I know that there are ...
- Wed Jul 13, 2016 8:40 am
- Forum: Ideas and Suggestions
- Topic: Underground Belt and undergroud-pipes cost by length
- Replies: 11
- Views: 4781
Re: Underground Belt and undergroud-pipes cost by length
make the cost scale with length
Factorio already has three tiers of underground belts. All you have to do is say that the max length of a fast underground belt is six and the max length of an express underground belt is eight. Or whatever. (This could be in vanilla or in a mod.)
Similarly, we ...
Factorio already has three tiers of underground belts. All you have to do is say that the max length of a fast underground belt is six and the max length of an express underground belt is eight. Or whatever. (This could be in vanilla or in a mod.)
Similarly, we ...
- Tue Jul 12, 2016 10:28 am
- Forum: Ideas and Suggestions
- Topic: Underground Belt and undergroud-pipes cost by length
- Replies: 11
- Views: 4781
Underground Belt and undergroud-pipes cost by length
Hi,
i suggest to reduce the cost of the underground belt and underground pipes by a large margin and make the cost scale with length. The main goal behind this is that i don't think that the cost is too high in short-undergrounds(3-4 tiles) but the main benefeit would be to increase the undeground ...
i suggest to reduce the cost of the underground belt and underground pipes by a large margin and make the cost scale with length. The main goal behind this is that i don't think that the cost is too high in short-undergrounds(3-4 tiles) but the main benefeit would be to increase the undeground ...
- Tue Jul 12, 2016 6:59 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2034
- Views: 875056
Re: Simple Questions and Short Answers
Hi,
simple Question: Does someone know how biters react on pollution like in the attached screenshot? (There is no simple path to attack for the biters)
Thanks.
simple Question: Does someone know how biters react on pollution like in the attached screenshot? (There is no simple path to attack for the biters)
Thanks.
- Sun Jul 10, 2016 8:39 pm
- Forum: Ideas and Suggestions
- Topic: Recharging of Mobile Roboport
- Replies: 0
- Views: 802
Recharging of Mobile Roboport
Hi,
Just a simple suggestion: Please let Mobile Roboport recharge it's internal buffer if the armor is not used (only in Inventory).
I know that i have to choose if i want to move fast/be combat capabil/build capabil. But if i compare shield recharge rate and recharge of mobile roboport it feels ...
Just a simple suggestion: Please let Mobile Roboport recharge it's internal buffer if the armor is not used (only in Inventory).
I know that i have to choose if i want to move fast/be combat capabil/build capabil. But if i compare shield recharge rate and recharge of mobile roboport it feels ...
- Sun Jul 10, 2016 11:55 am
- Forum: Ideas and Suggestions
- Topic: Filter Combinator
- Replies: 7
- Views: 6847
Re: Filter Combinator
i think there should be a combinator that filters in-signals to out-signals.
Ah, a router combinator.
I thought a bit and I don't understand exactly in what situations you need this. What do you want to built?
For the second I think we had a similar suggestion, splitting comparison between red ...
Ah, a router combinator.
I thought a bit and I don't understand exactly in what situations you need this. What do you want to built?
For the second I think we had a similar suggestion, splitting comparison between red ...
- Sun Jul 10, 2016 6:56 am
- Forum: Ideas and Suggestions
- Topic: Filter Combinator
- Replies: 7
- Views: 6847
Filter Combinator
Hi,
i have not found this suggestion by searching for "filter" in the "Factorio direction" sub-forum.
i think there should be a combinator that filters in-signals to out-signals. The UI should be that of the constant combinator. Just set the signals that you want to filter and these are the only ...
i have not found this suggestion by searching for "filter" in the "Factorio direction" sub-forum.
i think there should be a combinator that filters in-signals to out-signals. The UI should be that of the constant combinator. Just set the signals that you want to filter and these are the only ...
- Sun Jul 03, 2016 12:14 am
- Forum: Ideas and Suggestions
- Topic: Maximum stack size in item tool tip
- Replies: 1
- Views: 1600
Maximum stack size in item tool tip
Simple suggestion:
Add stack sizes to item tool tips. It is annoying that i have to crawl a full stack together to know what the stack size limit of that item type is.
Thanks.
Add stack sizes to item tool tips. It is annoying that i have to crawl a full stack together to know what the stack size limit of that item type is.
Thanks.
- Tue Jun 28, 2016 7:08 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2034
- Views: 875056
Re: Simple Questions and Short Answers
[0.13]
Topic: Train Departure Conditions - Does someone know how AND and OR conditions match together? What takes Precedence?
Thanks in advance
Topic: Train Departure Conditions - Does someone know how AND and OR conditions match together? What takes Precedence?
Thanks in advance
- Sun Jun 12, 2016 9:03 pm
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 499
- Views: 668372
Re: Let's see your clever builds
These barrel handling schemes look overly complicated to me.
In my current game I did not use Rail Tanker and came up with the following barrel handling:
1. There are two trains, one runs with full barrels, the other one with empty barrels (let's call them "black" and "white" trains).
2. The ...
In my current game I did not use Rail Tanker and came up with the following barrel handling:
1. There are two trains, one runs with full barrels, the other one with empty barrels (let's call them "black" and "white" trains).
2. The ...
- Sat Jun 11, 2016 8:39 am
- Forum: Ideas and Suggestions
- Topic: Aditional Smelter / Assembling Machine
- Replies: 6
- Views: 2576
Re: Aditional Smelter / Assembling Machine
Isn't this what speed modules are all about? Actually the only reason to upgrade steel smelter to electric smelter since speed is the same, but electric smelter allows modules (and consumes more space that makes its use doubtful).
btw, you could use water input for cooldown. and use heated water ...
btw, you could use water input for cooldown. and use heated water ...
- Fri Jun 10, 2016 11:48 pm
- Forum: Ideas and Suggestions
- Topic: Aditional Smelter / Assembling Machine
- Replies: 6
- Views: 2576
Re: Aditional Smelter / Assembling Machine
i thought of a a smelter that does not produces "more" - that would be a gamebreaker balancing wise - if there is no "real" danger in using it inappropriate. Another solution would be to let it produce extreme pollution if it is not used at the right throughput. Even the idea that it needs heat up ...
- Fri Jun 10, 2016 5:43 pm
- Forum: Ideas and Suggestions
- Topic: Aditional Smelter / Assembling Machine
- Replies: 6
- Views: 2576
Aditional Smelter / Assembling Machine
All in all: The automation process with smelters and assembling machines is only linear. If you put more in you get more out. You can complete the game completly without using combinators / circuit network. In Some cases it makes some setups more "intelligent" but they are not needed in any way ...
- Wed Jun 08, 2016 9:08 pm
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 499
- Views: 668372
Re: Let's see your clever builds
I Always thought of an oil train that was not limited by reserved full/empty barrels to maximize transport capacity of full(one way) and empty barrels(other way).
But if there were no reserved stacks most of the time one or another raw oil producing outpost would clog up because of too many empty ...
But if there were no reserved stacks most of the time one or another raw oil producing outpost would clog up because of too many empty ...