Search found 1068 matches
- Tue Sep 13, 2016 7:18 am
- Forum: Ideas and Suggestions
- Topic: Toggle from crafting to one-time logistic requests
- Replies: 18
- Views: 9729
Re: Toggle from crafting to one-time logistic requests
To add to it I might offer to display a "delivery queue" like hand production queue that we see that will display current goods requested from the logistic network by both automated and manual requests. Yesterday, I noticed how useful such a queue might be. I had ordered 50 copper ore fro...
- Sun Aug 28, 2016 4:17 pm
- Forum: Ideas and Suggestions
- Topic: Electric transport ideas
- Replies: 1
- Views: 1336
Electric transport ideas
I am sure that there are plenty of ideas on this. But with the addition of grids I'd like to go into details from my standpoint Many times I heard the idea of adding module for electric conversion. I am truly against this idea as such modules would most probably just take all grid space negating oth...
- Sun Aug 28, 2016 10:24 am
- Forum: Ideas and Suggestions
- Topic: Toggle from crafting to one-time logistic requests
- Replies: 18
- Views: 9729
Re: Toggle from crafting to one-time logistic requests
I find this a great idea. It would definitely simplify logistic network monitoring and requests. While automated logistic slots are cool for maintaining stuff that you use often like belts, really often you need to just request a one time delivery of a certain item which forces you into creating a t...
- Fri Aug 26, 2016 6:26 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1003186
Re: Factorio Roadmap for 0.12 + 0.13
And the roadmap is updated :) And while you anwered positively last time we mentioned that the game is not complete without combat system rework I still can't find it in the roadmap up until release... My personal opinion is that 0.16 should be fully dedicated to this topic and not bells and whistl...
- Fri Aug 26, 2016 12:35 pm
- Forum: Releases
- Topic: Version 0.14.0
- Replies: 58
- Views: 61499
Re: Version 0.14.0
That was really fast! I see now why devs were pretty silent on forums for a couple of weeks.
Thumbs up and god speed!
Thumbs up and god speed!
- Tue Aug 23, 2016 12:13 pm
- Forum: Ideas and Suggestions
- Topic: Feature requests via crowdfunding
- Replies: 6
- Views: 1653
Re: Feature requests via crowdfunding
We are okay with development funds for now, our steam release was pretty good, Also the community isn't always the best source for what features to implement, And we prefer to keep creative control, and not disappoint the community by not implementing 'paid for' features Nice to hear your funding i...
- Tue Aug 23, 2016 9:31 am
- Forum: Ideas and Suggestions
- Topic: Feature requests via crowdfunding
- Replies: 6
- Views: 1653
Feature requests via crowdfunding
First of all I would kindly ask not to judge me harshly for the idea. But in the world of money we all understand that development can't be infinite and in the end developers do it for the money. And while spreading the word to make more people join us and buy the game is an option for income but su...
- Mon Aug 15, 2016 8:33 am
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 83769
Re: Friday facts #151 - The plans for 0.14
This is one of the most hyped thread for several months :) I just have to throw in a couple of my thoughts on details. 1. Circuit network. In the poll the idea about radars sounds like "The # of enemies nearby" but the actual target of idea was to trigger defences when enemies approach so ...
- Sat Aug 06, 2016 5:32 pm
- Forum: Ideas and Suggestions
- Topic: [0.13] Add Loader into game (officially)
- Replies: 17
- Views: 16049
Re: [0.13] Add Loader into game (officially)
The loader is a game changer, you can't argue here. And I think the most of its use it not there without bigger storage buildings. For example unloading trains into chests and you still can't form your chest content into balanced flow of a belt. I think the loader appliance is best if implemented as...
- Sat Aug 06, 2016 5:04 pm
- Forum: News
- Topic: Friday Facts #150 - New Terrain Experiments
- Replies: 57
- Views: 36482
Re: Friday Facts #150 - New Terrain Experiments
Always nice to see performance improvements. While new biomes are nice to see, they are more of a "bells and whistles" category in my head. Especially looking at the current map generator code with all that biome soup. It was already mentioned multiple times that "terrain fragmentatio...
- Wed Aug 03, 2016 1:19 pm
- Forum: Ideas and Suggestions
- Topic: Increase trigger point for inserting into machines
- Replies: 23
- Views: 6261
Re: Increase assembler input buffer for stack inserters
I'd much prefer a configurable cache size. That way early in game I can tell things to only load enough material for the next object to be made, while later in game my high volume production stands can run with full stack buffers in them to make sure they never stop. This ^^ I wanted to make it a s...
- Tue Aug 02, 2016 5:10 pm
- Forum: Ideas and Suggestions
- Topic: Remove or Miniaturize Circuit Networks
- Replies: 99
- Views: 33961
Re: Remove or Miniaturize Circuit Networks
I am totally against removing the circuit network. It extends gameplay and makes a lot of room for creativity. However miniaturizing is a good idea as anything more complex than a handful combinators becomes a real mosstrosity. However moving circuits into a "black box" makes much sense. I...
- Sun Jul 31, 2016 4:49 pm
- Forum: Ideas and Suggestions
- Topic: Safe Rail Crossing
- Replies: 31
- Views: 16414
Re: Safe Rail Crossing
Maybe it is a good iea to implement rail signals which will trigger red sign if a player approaches/steps on the rail segment as well as trains occupying that segment
- Sun Jul 31, 2016 12:23 pm
- Forum: Ideas and Suggestions
- Topic: Mine while holding blueprint
- Replies: 4
- Views: 2257
Re: Mine while holding blueprint
Thumbs up
- Sun Jul 31, 2016 8:01 am
- Forum: Implemented Suggestions
- Topic: Save and load blueprints from hard drive.
- Replies: 11
- Views: 8310
Re: Save and load blueprints from hard drive.
This feature is already implemented in mods. Take a look at them. They are widely used
https://mods.factorio.com/?tags=blueprints
https://mods.factorio.com/?tags=blueprints
- Fri Jul 29, 2016 3:39 pm
- Forum: News
- Topic: Friday Facts #148 - Optimizations for 0.14
- Replies: 49
- Views: 29356
Re: Friday Facts #148 - Optimizations for 0.14
Nice to see optimizations, always a good stuff!
But as already mentioned - fluid handling is a really wanted feature. I sincerely hope you got enough time to implement it at least in 0.14
But as already mentioned - fluid handling is a really wanted feature. I sincerely hope you got enough time to implement it at least in 0.14
- Fri Jul 29, 2016 3:08 pm
- Forum: Implemented Suggestions
- Topic: Disable stations by circuit control
- Replies: 18
- Views: 10143
Re: Disable stations by circuit control
I see many uses for this feature. Like on-demand supply, load balancing multistop stations etc. Thumbs up. Simple to implement and has many uses.
- Fri Jul 29, 2016 3:04 pm
- Forum: Ideas and Suggestions
- Topic: Sight Tower
- Replies: 3
- Views: 1999
Re: Sight Tower
I like this idea very much. In late game you have thouthands of towers around and all of them consume energy while idling. Adding sensor towers will optimise perimeter defence greatly. And surely it will add value to the game cause you will be designing new cool defence schemes and not just spam tur...
- Fri Jul 29, 2016 2:56 pm
- Forum: Ideas and Suggestions
- Topic: Train pathing - forbid passing through stops
- Replies: 6
- Views: 3586
Re: Train pathing - forbid passing through stops
The idea is good. But the issue is that this behaviour might be intended in some cases. I would propose to extend this idea a bit. Introduce "Sets of pathing rules" for trains. These sets will include various parameters like station crossing, maximum runaround length etc. Later you might w...
- Fri Jul 29, 2016 2:41 pm
- Forum: Ideas and Suggestions
- Topic: Marker for Drills w/ No Resources
- Replies: 5
- Views: 3063
Re: Marker for Drills w/ No Resources
I think a special kind of a marker is a great idea. While AutoDeconstruct is a nice thing too having a marker is already a boost. To extend the idea I would propose to use the same marker on assemblers that are missing resources for construction for some time (to prevent blinking). This would help m...