Search found 457 matches
- Sat Nov 28, 2020 7:52 pm
- Forum: Ideas and Suggestions
- Topic: I'd like to be able to see my corpse on the map.
- Replies: 55
- Views: 25131
Re: Deaths
So I am not playing on the cluster servers, and found that if you are not familliar with a factory and than die by train. You can never find you body back. My fix for this is simple, have the death message clickable and work like the marker; A bit flashy and move you to the map screen to that locat...
- Fri Nov 27, 2020 8:20 pm
- Forum: Ideas and Suggestions
- Topic: Paste function should rotate belts
- Replies: 5
- Views: 1940
Re: Paste function should rotate belts
… I don't think so. We have quick-replace between splitters, undergrounds & belts as long as they are in the same direction. But the only reason why you cannot paste a 4x4 balancer onto 4 parallel belts is because some of the belts need to be rotated – which is what this suggestion is about. In...
- Fri Nov 27, 2020 7:54 pm
- Forum: Ideas and Suggestions
- Topic: Paste function should rotate belts
- Replies: 5
- Views: 1940
Re: Paste function should rotate belts
That is a different request, more akin to this: viewtopic.php?f=6&t=59554
- Fri Nov 27, 2020 12:01 am
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 144978
Re: Version 1.1.0
Edit: Refocused due to tone-deaf appearance of remaining text in light of neutralized context. The visual style is good to be consistent, but also worth remembering that if everything is trying to stand out in color, nothing will stand out other than the aggressively vivid colors as a whole. Clear c...
- Thu Nov 26, 2020 4:58 pm
- Forum: Implemented in 2.0
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 44628
Re: Hotkey to replace existing structures with blueprint
This would be very helpful in 1.1. Have normal and shift-place stay the same as in 1.0, and add an extra modifier key for overriding current ghosts with new roations or upgrades. That's an argument for ctrl-shift rather than shift-right click; it would be a more forceful placement rather than simpl...
- Wed Nov 25, 2020 3:08 pm
- Forum: Ideas and Suggestions
- Topic: [1.1.0] Please reinstate the +/- feature in the character's logistics window
- Replies: 6
- Views: 1857
Re: [1.1.0] Please reinstate the +/- feature in the character's logistics window
Truth be told I'd rather have a UI more like the Signal/Filter Selection UI, with the ability to set requests on each of the valid items in-game, sorted and grouped appropriately in the panel itself rather than requiring a separate pop-up (though it is less inconvenient than it used to be, with E to...
- Mon Nov 23, 2020 1:10 pm
- Forum: Ideas and Suggestions
- Topic: Mod Management Improvement: Sorting mods / sort mods by activation/enabled, downloaded/last updated-time
- Replies: 22
- Views: 5239
Re: Mod Management Improvement
Sort currently enabled mods to the top. This can make it clear exactly what you actually have enabled at any given time. Giving it a sort arrow like we have for Name and Version would look consistent with the rest of the UI. +1 The idea was to be able to see, at a glance, what all is and is not com...
- Mon Nov 02, 2020 11:02 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 85542
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
It looks like the spidertron‘s leg on the very right side is in front of the train even though it‘s standing behind the track. Or am I just seeing things? Sprite layer limitations. The legs are rendered in front of the train regardless of position, which works for the bottom two but causes the &quo...
- Sun Nov 01, 2020 7:32 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 85542
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
detecting and following progress in-game might feel more restrictive. Can you not just look at the techs researched for the most recent save? It was not a question of how, but why: Why should it be limited when the whole point is to highlight things to come, maintaining player interest and motivati...
- Sat Oct 31, 2020 5:10 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 85542
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Would be kinda cute if it progressed through the different stages of the game based on your last save file, with the first version being just some grass and a forest That's certainly a neat feature of the Half Life and Portal games. It would be fitting for Factorio if there were a campaign focus, b...
- Fri Oct 30, 2020 11:16 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 85542
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Spidertron now supports copy-paste, which not only copies the color, name, and logistic requests, but even the equipment grid contents, which it takes from the player doing the operation if possible. This removes the tedium of setting up additonal Spidertrons. Any plans to make vehicles blueprintab...
- Sat Oct 10, 2020 11:42 am
- Forum: Outdated/Not implemented
- Topic: (Oversimplified, ignore please) Make chain signals the norm, and rail signals for experts
- Replies: 20
- Views: 6365
Re: Make chain signals the norm, and rail signals for experts
Revision is indeed in order. Admittedly I went too "pure" with the idea intending it to be simple. In testing the concept I originally used rail signals only for the start of a train stop area. Later I found it worked with entirely chain signals (working with new players and demonstrating ...
- Sat Oct 10, 2020 2:06 am
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 90441
Re: Friday Facts #361 - Train stop limit, Tips and tricks
I think that use of the + and - keys to lay landfill and concrete/brick in larger or smaller patches per click and with click drag would be helpful in the tips. I still find myself telling players in multiplayer about this trick on a regular basis. Coaxing players toward the hotkey menu and making ...
- Fri Oct 09, 2020 5:29 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 90441
Re: Friday Facts #361 - Train stop limit, Tips and tricks
You can use z to drop a single module into a machine, no need to open the UI. Huh, I didn't know that. Should maybe be a tip, then. I also didn't know about Z dropping modules into assemblers. Cool. Yeah, bonus tip right there :) This was a surprise module-specific TIL for me and gets my vote to in...
- Fri Oct 09, 2020 1:33 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 90441
Re: Friday Facts #361 - Train stop limit, Tips and tricks
One thing I think might synergise with the train stop limit, is giving trains the option to have a "fallback station", somewhere they only path to if all other stations are disabled or full. I've seen quite a few people talk about having depots where trains stay if they aren't needed, but...
- Fri Oct 09, 2020 8:48 am
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 90441
Re: Friday Facts #361 - Train stop limit, Tips and tricks
But the program didn't grey out the selection, it removed it from the menu completely, giving you no idea that it was there in the first place. ... I prefer to see an option, even if I can't use it, and I think most Factorians would too. Good point, I like the idea. In fact, the tech tree design re...
- Thu Oct 08, 2020 9:57 pm
- Forum: Ideas and Suggestions
- Topic: Electric Discharge Defense trigger on melee damage
- Replies: 7
- Views: 4415
Re: Electric Discharge Defense trigger on melee damage
The knockback and stun are implemented in 1.0; it's the auto-fire and potential acid cleaning that are concepts only.
- Thu Oct 08, 2020 8:16 am
- Forum: Outdated/Not implemented
- Topic: (Oversimplified, ignore please) Make chain signals the norm, and rail signals for experts
- Replies: 20
- Views: 6365
(Oversimplified, ignore please) Make chain signals the norm, and rail signals for experts
TL;DR Reverse the sorting order of the two signals in the crafting/filter menus. signals.png What ? Introduce chain signals for the entire network (forcing trains to reserve the entire path) as the simple , guaranteed deadlock-free (train won't move unless it can go the whole distance) signaling me...
- Tue Oct 06, 2020 8:25 pm
- Forum: Ideas and Suggestions
- Topic: Electric Discharge Defense trigger on melee damage
- Replies: 7
- Views: 4415
Re: Electric Discharge Defense trigger on melee damage
Time to necro a 5 year old thread with a modern addition! Stun and knockback were added, but it's still a manually activated device, largely unused. Rather than melee alone, it could also be if the shields are depleted [below a threshold?], and clear any acid around the player , aiding their escape.
- Tue Oct 06, 2020 7:50 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Book is not enough for me
- Replies: 18
- Views: 7050
Re: Blueprint Book is not enough for me
Worth noting that in addition to the Update Contents button of the base game, there's this mod for editing a blueprint in a pocket dimension (alternate surface) just as the tutorials function: https://mods.factorio.com/mod/Edit-Blueprints