+1
It would also be very useful if placing upgraded belt over existing one would inherit its orientation, and rotate only with a second click - would make upgrading to red/blue belts a lot easier without hitting R million times and gathering stuff from infected nearby belts.
Search found 285 matches
- Tue Jul 19, 2016 3:13 pm
- Forum: Ideas and Suggestions
- Topic: Convenience: replace-rotating belts without picking up items
- Replies: 4
- Views: 1808
- Tue Jul 19, 2016 3:10 pm
- Forum: Ideas and Suggestions
- Topic: Destroy lootable objects give ressources
- Replies: 3
- Views: 1152
Re: Destroy lootable objects give ressources
+1. killing trees with shotgun gives unpleasant feeling of wasting resources
- Tue Jul 19, 2016 3:03 pm
- Forum: Ideas and Suggestions
- Topic: Make Copy-Item-Marker more Obvious (Shift-left click after source deconstructed)
- Replies: 7
- Views: 2008
Re: Shift-left click after source deconstructed
It's not clear currently as well :) Game does not highlight copy-paste source (the one shift-right-clicked). It's like clipboard in Windows - you don't remember what's in there, and you frequently don't care because that information is relevant for like 10 seconds after you copied. Anyway, if that's...
- Tue Jul 19, 2016 3:01 pm
- Forum: Ideas and Suggestions
- Topic: Be more clear about water production and usage
- Replies: 9
- Views: 3001
Re: Be more clear about water production and usage
I'll link this once again
viewtopic.php?f=6&t=26802&p=169537
viewtopic.php?f=6&t=26802&p=169537
- Tue Jul 19, 2016 2:19 pm
- Forum: Gameplay Help
- Topic: [Solved] Filter 1 or more signals from a bunch of signals
- Replies: 6
- Views: 4332
Re: [Solved] Filter 1 or more signals from a bunch of signals
Got it. Would be very good actually if combinators allowed treating red/green inputs separately and map them to operands. This way each-red * each-green -> each would allow masking out necessary materials.
- Tue Jul 19, 2016 2:11 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 499043
Re: Simple Questions and Short Answers
Got it. Thanks
- Tue Jul 19, 2016 2:06 pm
- Forum: Ideas and Suggestions
- Topic: Make Copy-Item-Marker more Obvious (Shift-left click after source deconstructed)
- Replies: 7
- Views: 2008
Make Copy-Item-Marker more Obvious (Shift-left click after source deconstructed)
Not a bug actually, but feature request. I just had a problem with combinators - added more wires than I wanted, then shift-right clicked on a combinator to remember its settings, then removed the combinator (to rewire), then placed it back, and shift-left-click no longer works. It appears that shif...
- Tue Jul 19, 2016 2:03 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 499043
Re: Simple Questions and Short Answers
Is there a way to disconnect red/green wire from a combinator? I know about shift-clicking to do that for power poles, but what about combinator connections? Is there a way other than deconstructing a combinator and setting it up again?
- Tue Jul 19, 2016 12:59 pm
- Forum: Ideas and Suggestions
- Topic: Train wagons carrying one item button
- Replies: 74
- Views: 19531
Re: Train wagons carrying one item button
I suggested once to perform shift-right-click, shift-left-click on a single slot. That will require 30 shift-clicks to paint entire wagon, but these are easy clicks - you keep holding shift, and left-click+move your mouse to all other slots. This way you can paint half of a wagon for iron and half f...
- Tue Jul 19, 2016 11:16 am
- Forum: Not a bug
- Topic: *[0.13.1] [Twinsen] Screen flicker of ore/trees when standing on belt
- Replies: 22
- Views: 8317
Re: *[0.13.1] [Twinsen] Screen flicker of ore/trees when standing on belt
Some simple motion blur when moving camera/character might help with this, e.g. blend over previous frame with 80% opacity and keep it stacked (like winamp visualizer) for as long as camera movement is in effect. Might be interesting visual feature on its own for fast scrolls. Another option is to s...
- Tue Jul 19, 2016 9:15 am
- Forum: Gameplay Help
- Topic: [Solved] Filter 1 or more signals from a bunch of signals
- Replies: 6
- Views: 4332
Re: [Solved] Filter 1 or more signals from a bunch of signals
There is much easier way. Put arithmetic combinator for every item you want to filter out with +0 operation (e.g. stone+0 => stone), then gather their outputs. This plus-zero operation also allows to remap signals to different items/colors.
- Tue Jul 19, 2016 8:51 am
- Forum: Gameplay Help
- Topic: I can´t go though the tunnel!!!
- Replies: 7
- Views: 3557
Re: I can´t go though the tunnel!!!
or a furnacessilk wrote:And remember always: The light at the end of the tunnel is eventually a train.
- Tue Jul 19, 2016 8:48 am
- Forum: Gameplay Help
- Topic: Logistic Bots stuck in far parts of Base
- Replies: 16
- Views: 5245
Re: Logistic Bots stuck in far parts of Base
Making idle bots pick random roboport to go for vacation would probably solve the problem and evenly distribute them across the base.
- Mon Jul 18, 2016 1:36 pm
- Forum: Ideas and Suggestions
- Topic: Running multiple electric networks via single power pole
- Replies: 16
- Views: 4607
Re: Running multiple electric networks via single power pole
You can also use this trick for nonessential parts of your factory: https://wiki.factorio.com/index.php?title=Power_production#Isolation_of_Power_Networks Nice stuff! :) didn't know about it. Thanks I don't get it. Can't you already run custom built power networks by connecting copper lines however...
- Sat Jul 16, 2016 6:15 pm
- Forum: Gameplay Help
- Topic: [Solved] How I get 7 Item in a chest?
- Replies: 16
- Views: 6148
Re: How I get 7 Item in a chest?
Heh :) it sounds so many times that devs probably should drop items one by one and recheck circuit/logistic condition after every single piece dropped (within single update tick ofc). Whatever remains in stacked inserter hand remains there, but the hand is turned back to gather more and gathering ti...
- Sat Jul 16, 2016 6:01 pm
- Forum: Ideas and Suggestions
- Topic: Running multiple electric networks via single power pole
- Replies: 16
- Views: 4607
Re: Running multiple electric networks via single power pole
btw, there is another case when separate outpost electric network is useful - if you go without solar, you'd want to keep coal drills prioritized by diverting entire factory power to them during outages (like with laser turrets) to avoid death spiral.
- Sat Jul 16, 2016 8:44 am
- Forum: Not a bug
- Topic: Diagonal rail segment looks weird before construction
- Replies: 5
- Views: 1770
Re: Diagonal rail segment looks weird before construction
I've checked some youtube videos - you are right. It's strange I didn't notice this thing beforeRseding91 wrote:That's exactly how they look in 0.12 when you're holding them to be built...
- Sat Jul 16, 2016 8:32 am
- Forum: News
- Topic: Friday Facts #147 - Multiplayer rewrite
- Replies: 68
- Views: 32677
Re: Friday Facts #147 - Multiplayer rewrite
That would never work... you want to run the game *twice* on every computer would just make someone with a slow computer lag behind *even more*. I mean situation when all players can handle 60+ UPS, but ping is just too high, e.g. two Dell Alienware playing Factorio between UK and Australia :) That...
- Fri Jul 15, 2016 11:59 pm
- Forum: News
- Topic: Friday Facts #147 - Multiplayer rewrite
- Replies: 68
- Views: 32677
Re: Friday Facts #147 - Multiplayer rewrite
What would help in huge lag situations is if game tracks two distinct game states - one real which encompasses all other players actions in sync (and may lag behind) and one virtual that simulates the game from the point of last synced exchange considering other players made no actions whatsoever, a...
- Fri Jul 15, 2016 11:44 pm
- Forum: Gameplay Help
- Topic: How to avoid an oil deadlock
- Replies: 53
- Views: 35631
Re: How to avoid an oil deadlock
you get nothing in return from all the launched rockets You get the purpose of building that megafactory :) What's the point in placing a lot of assemblers, modules and trains if factory is standing still because it has no output at some constant rate? For me factorio is about reaching production r...