I really support this proposal. How often do I cringe when thinking about whether to use manual (high risk of collision) or automatic (have to find/set a destination).
Great Idea!
To tag on an aside suggestion. I would really like a hotkey to toggle a train between manual/auto. A mod had it as J ...
Search found 103 matches
- Sat Jun 17, 2017 5:21 pm
- Forum: Ideas and Suggestions
- Topic: Locomotive mode: Manual with assist
- Replies: 7
- Views: 4590
- Wed Jun 14, 2017 8:13 pm
- Forum: Ideas and Suggestions
- Topic: Power Armor Control [with image]
- Replies: 6
- Views: 4509
Re: Power Armor Control [with image]
An additional use case:
- turning off the portable roboport before an alien base raid to prevent robots from getting out and being killed (they get out if your tank is damaged)
Or even more typical to bots being damaged, a wall that is damaged and you use flamethrower to defend it while its ...
- turning off the portable roboport before an alien base raid to prevent robots from getting out and being killed (they get out if your tank is damaged)
Or even more typical to bots being damaged, a wall that is damaged and you use flamethrower to defend it while its ...
- Tue Jun 13, 2017 6:53 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea] More interesting biters.
- Replies: 2
- Views: 2663
Re: [Idea] More interesting biters.
The more I think about it the more I think it really has some potential - especially the resource patches also providing the aliens with new defensive/offensive abilities but dependent on where that base is located (making aliens more interested because they are more dynamic. It would make it more ...
- Tue Jun 13, 2017 6:41 pm
- Forum: Ideas and Suggestions
- Topic: Future of Combat in Factorio
- Replies: 4
- Views: 3345
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 Aliens ...
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 Aliens ...
- Tue Jun 13, 2017 6:20 pm
- Forum: Ideas and Suggestions
- Topic: Burner inserter fuel bonus
- Replies: 61
- Views: 28996
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: 207
- Views: 108971
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 ...
Forgive my ignorance on ...
- Fri Jun 09, 2017 6:35 pm
- Forum: News
- Topic: Friday Facts #194 - Automated combinator pipeline
- Replies: 27
- Views: 31858
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 ...
Over the years I frequently find myself gravitating towards writing scripts to solve repetitive tasks for efficiently sake and to insure consistency ...
- Thu Jun 08, 2017 7:22 am
- Forum: Ideas and Suggestions
- Topic: Pollution Cloud Outline
- Replies: 5
- Views: 3729
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: 19288
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 ...
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 ...
- Thu Jun 08, 2017 6:24 am
- Forum: Implemented Suggestions
- Topic: [0.15] Deconstruct all except trees/rocks
- Replies: 23
- Views: 14868
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 ...
TLDR; Simplify deconstruction planner's filters for rocks and trees
Because it's presenting a list of ...
- Tue Jun 06, 2017 5:01 am
- Forum: Ideas and Suggestions
- Topic: Deconstruct to Chest Solution
- Replies: 3
- Views: 3413
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 ...
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 ...
- Tue Jun 06, 2017 4:06 am
- Forum: Ideas and Suggestions
- Topic: Blueprints and planning with new inventory GUI
- Replies: 8
- Views: 6373
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 ...
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 ...
- Tue Jun 06, 2017 1:39 am
- Forum: Ideas and Suggestions
- Topic: Suggestion about a water pump.
- Replies: 173
- Views: 69784
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 ...
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 ...
- Tue Jun 06, 2017 1:15 am
- Forum: Implemented Suggestions
- Topic: [0.15] Deconstruct all except trees/rocks
- Replies: 23
- Views: 14868
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: 4194
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 ...
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: 31
- Views: 14012
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 ...
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: 4045
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 ...
- Fri Jun 02, 2017 3:41 am
- Forum: Ideas and Suggestions
- Topic: Suggestion about a water pump.
- Replies: 173
- Views: 69784
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 ...
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 ...
- Thu Jun 01, 2017 6:37 am
- Forum: Ideas and Suggestions
- Topic: Show coverage of adjacent turrets during placement
- Replies: 11
- Views: 5445
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: 14868
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