Search found 100 matches
- Tue Jun 13, 2017 6:41 pm
- Forum: Ideas and Suggestions
- Topic: Future of Combat in Factorio
- Replies: 4
- Views: 2200
Re: Future of Combat in Factorio
Nicely structured proposal Syrchalis I like the ideas. I'm not a sure that all points would be a perfect fit for the game but there certainly are some concepts worth integrating - and the rest are on the right track. The core of what we are discussing here I think is, "What is the point of Alie...
- Tue Jun 13, 2017 6:20 pm
- Forum: Ideas and Suggestions
- Topic: Burner inserter fuel bonus
- Replies: 56
- Views: 15513
Re: Burner Inserters and Rocket Fuel
If you really want faster, more expensive inserters then I'd suggest another kind of inserter technology altogether. It doesn't make sense for these awkward, mechanical non-lubricated arms to be moving perfectly at lightning speed. There should be a more streamlined device that moves more product (...
- Tue Jun 13, 2017 5:37 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 60294
Re: Personal robots prioritizing nearest first
Although I am sure there are many more items we would all like prioritized ahead of this as well as items that the devs find way more important at the moment, yet this 'bot-task priority by proximity' would still be a really great feature to add at some point in the future. Forgive my ignorance on m...
- Fri Jun 09, 2017 6:35 pm
- Forum: News
- Topic: Friday Facts #194 - Automated combinator pipeline
- Replies: 27
- Views: 24123
Re: Friday Facts #194 - Automated combinator pipeline
Wonderful explanation, thanks very much for taking the time to write it. Impressive the effort required to finesse these sprites into position. Over the years I frequently find myself gravitating towards writing scripts to solve repetitive tasks for efficiently sake and to insure consistency through...
- Thu Jun 08, 2017 7:22 am
- Forum: Ideas and Suggestions
- Topic: Pollution Cloud Outline
- Replies: 5
- Views: 2354
Re: Pollution Border
I agree, it could really use a boarder indicator of some sort when pollution is really low but still active. And this is all thats needed to trigger alien attacks.
- Thu Jun 08, 2017 7:19 am
- Forum: Ideas and Suggestions
- Topic: Stop Blueprints escaping their Books
- Replies: 45
- Views: 11698
Re: Stop Blueprints escaping their Books
++1! I feel like everyone doesn't actually understand how to select things in the book correctly... everyone knows you can hold it in the world and scroll through it right? Seeing the live selected blueprint as the preview in the world without having the GUI open? Sorry but that sentence seems a bit...
- Thu Jun 08, 2017 6:24 am
- Forum: Implemented Suggestions
- Topic: [0.15] Deconstruct all except trees/rocks
- Replies: 23
- Views: 9443
Re: [0.15] Deconstruct all except trees/rocks
I don't understand why every tree and rock type is available. Just make 1 rock and 1 tree refer to all within the deconstruction planner. Then situations like this would be solved very simply. TLDR; Simplify deconstruction planner's filters for rocks and trees Because it's presenting a list of all ...
- Tue Jun 06, 2017 5:01 am
- Forum: Ideas and Suggestions
- Topic: Deconstruct to Chest Solution
- Replies: 3
- Views: 2250
Re: Deconstruct to Chest Solution
What if the items are not matching in the chest? You will lose the track totally. My counter suggestion: Add logistic personal robots. They can put the stuff in the trash slots into the next free storage chests... Thanks for responding ssilk. I don't quite understand what you are saying on the firs...
- Tue Jun 06, 2017 4:06 am
- Forum: Ideas and Suggestions
- Topic: Blueprints and planning with new inventory GUI
- Replies: 8
- Views: 4150
Re: Blueprints and planning with new inventory GUI
I'm all for these. Currently the closest option is using the pipette tool on a ghost - which pops the object into your hand. The downside is that currently if that building had any presets from a blueprint (eg. assemblers), they are wiped. This is really very annoying and should have been implemente...
- Tue Jun 06, 2017 1:39 am
- Forum: Ideas and Suggestions
- Topic: Suggestion about a water pump.
- Replies: 173
- Views: 39225
Re: Poll: Offshore Pump Should Need Energy
You seem to be missing a very important point. Creation of initial power generation system is a difficult job for any new player. I disagree. Current power system is very simple and straightforward and beginner, even schoolkid, can easily make working system by trial and error. My 11 year old daugh...
- Tue Jun 06, 2017 1:15 am
- Forum: Implemented Suggestions
- Topic: [0.15] Deconstruct all except trees/rocks
- Replies: 23
- Views: 9443
Re: [0.15] Deconstruct all except trees/rocks
Better still, allow a drop down of saved filter presets for a single deconstruction planner. This would save hunting for a specific filter. If deconstruction planners were made to be exported the string would have to include the saved preset list within them.
- Tue Jun 06, 2017 1:04 am
- Forum: Ideas and Suggestions
- Topic: Versioning for blueprints
- Replies: 5
- Views: 2611
Re: Versioning for blueprints
Given that placing ghosts is a thing, it'd be nice if we could use the same feature to add stuff to blueprints directly. We can already have any imaginable blueprint anyway by simply creating it in another game and saving it locally, so it'd just make 'creating the right blueprint' or 'fixing this ...
- Tue Jun 06, 2017 1:02 am
- Forum: Ideas and Suggestions
- Topic: Edit blueprint / Blueprint Creative Mode: Create/Edit/Test
- Replies: 7
- Views: 5152
Edit blueprint / Blueprint Creative Mode: Create/Edit/Test
TL;DR: Create/Edit/Test Blueprints in new Creative Layer Followed over from Suggestion [Versioning for blueprints] https://forums.factorio.com/viewtopic.php?f=6&t=48926 Given that placing ghosts is a thing, it'd be nice if we could use the same feature to add stuff to blueprints directly. We can...
- Fri Jun 02, 2017 3:55 am
- Forum: Ideas and Suggestions
- Topic: Hover Boots!
- Replies: 5
- Views: 2428
Re: Hover Boots!
If the compromise is that the player is slow - like game start speed slow, the only advantages to the player is a huge ease of life increase so the player can manage equipment without being moved about. I think it could be as simple as a research upgrade to the exo,. perhaps (instead of require anot...
- Fri Jun 02, 2017 3:41 am
- Forum: Ideas and Suggestions
- Topic: Suggestion about a water pump.
- Replies: 173
- Views: 39225
Re: Poll: Offshore Pump Should Need Energy
Some interesting / effective solutions proposed. At this point, I have a feeling that its going to be hard to convince the devs to be lenient on these matters with a few features and a million bugs yet to resolve.. Personally, I am for anything that makes Factorio more Realistic! ... Because inexpli...
- Thu Jun 01, 2017 6:37 am
- Forum: Ideas and Suggestions
- Topic: Show coverage of adjacent turrets during placement
- Replies: 11
- Views: 3256
Re: Show coverage of adjacent turrets during placement
Yes, this would be really useful. Please add
+1
+1
- Thu Jun 01, 2017 6:36 am
- Forum: Implemented Suggestions
- Topic: [0.15] Deconstruct all except trees/rocks
- Replies: 23
- Views: 9443
Re: [0.15] Deconstruct all except trees/rocks
I don't understand why every tree and rock type is available. Just make 1 rock and 1 tree refer to all within the deconstruction planner. Then situations like this would be solved very simply.
TLDR; Simplify deconstruction planner's filters for rocks and trees
TLDR; Simplify deconstruction planner's filters for rocks and trees
- Thu Jun 01, 2017 6:23 am
- Forum: Implemented Suggestions
- Topic: Improve workflow by adding 'Copy' and 'Cut' blueprint tools
- Replies: 10
- Views: 4455
Re: Improve workflow by adding 'Copy' and 'Cut' blueprint tools
Shift+Click with an empty blueprint in hand creates a Quick Blueprint bypassing the conformation box. You would still have to manually clear it though. If you set aside a reserved space in your toolbar for this specific blueprint it would be very easy to access in the future for quick copy situation...
- Wed May 31, 2017 3:05 am
- Forum: Ideas and Suggestions
- Topic: Versioning for blueprints
- Replies: 5
- Views: 2611
Re: Versioning for blueprints
I know what you mean ..though don't really think many changes need to be made. - Upgrading: I can't think of an easier solution to this than placing the blueprint, making adjustments and then saving it as a new blueprint -- possibly with a new label affixed (v1,v2,v3...etc). - Last Modified Date/Tim...
- Wed May 31, 2017 2:24 am
- Forum: Implemented in 2.0
- Topic: Free cables/wires (Poles contain all)
- Replies: 34
- Views: 25275
Re: Red/Green Wire Tools
I agree. Streaming the whole red/green wire colouring by making it definable on selection of normal copper wire. Then when deconstructed it either disappears or goes back into the inventory as copper wire. Circuit wire is just for sending signals, its no different than normal copper wire other than ...