Search found 45 matches
- Thu Dec 14, 2017 6:32 pm
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 109569
Re: Version 0.16.0
Major Features Added logistic buffer chest. It can request items that are still available to the logistic system. Not true, it's only available to personal logistics. Buffer chests don't work with Requester Chests. Which makes these chests a no-go for me. I was a bit shocked, but this is apparently...
- Thu Dec 14, 2017 6:28 pm
- Forum: Ideas and Suggestions
- Topic: 0.16 Allow logistic Buffer chests to supply Requester chests
- Replies: 14
- Views: 6544
Re: 0.16 Allow logistic Buffer chests to supply Requester chests
I'm extremely disappointed by this change and was really looking forward to this working as it was outlined in FFF #203 . I had the same use case in mind as mentioned in the bug thread with being able to have storage self-regulating and organized and returning certain items to their original storage...
- Wed Dec 13, 2017 8:41 pm
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 109569
Re: Version 0.16.0
Took me a while to search and identify that this was mentioned in FFF #206.spinba11 wrote:Yay, can somebody post a link to the FF about fast replacing belt/splitters/underground belts, i need to remind myself about it.
- Wed Dec 13, 2017 4:01 pm
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 109569
Re: Version 0.16.0
Wow, sounds great! Features Building entities over identical ghosts will revive them. When building a different entity on top of a ghost, settings from the ghost will be copied if possible. I'm not following what is trying to be said here. Anyone following? I think this is when you have an assemble...
- Wed Dec 13, 2017 3:47 pm
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 109569
Re: Version 0.16.0
Wow, sounds great!
I'm not following what is trying to be said here. Anyone following?FactorioBot wrote:Features
- Building entities over identical ghosts will revive them. When building a different entity on top of a ghost, settings from the ghost will be copied if possible.
- Fri Nov 17, 2017 4:25 pm
- Forum: News
- Topic: Friday Facts #217 - Just another Friday Facts
- Replies: 84
- Views: 34938
Re: Friday Facts #217 - Just another Friday Facts
Making sure the starting area is not covered by trees. I've said it before and I'll say it again: If a scenario included crash landing and a debris field, the explosions and resulting fires would make a nice clear area in which to start building, while adding some initial excitement. ;-) This makes...
- Mon Sep 25, 2017 8:40 pm
- Forum: News
- Topic: Friday Facts #209 - Optimisation is a way of life
- Replies: 95
- Views: 55948
Re: Friday Facts #209 - Optimisation is a way of life
I think you are going attacking the bot dilemma the wrong way. First you have to ask if logistics robots being an entity is a desirable game-play element, then see how to optimise the implementation, and not the other way around. Many gameplay elements could be eliminated for the sake of a faster g...
- Wed Aug 16, 2017 2:48 am
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 69059
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
So when will buffer chests become available in the research tree? Requester chests are way down the line now, and it would be nice to start filtering storage much earlier in the game.
- Sat Jun 03, 2017 3:29 pm
- Forum: Implemented Suggestions
- Topic: [0.15] Deconstruct all except trees/rocks
- Replies: 23
- Views: 9447
Re: [0.15] Deconstruct all except trees/rocks
I'd like a way to just add this deconstruction planner to my blueprintbook. Yes! I was also going to suggest this as well. Deconstruction planners can now become very customized and it seems silly to have to recreate them for every game. This is especially considering the blueprint library we have ...
- Wed May 31, 2017 7:16 pm
- Forum: Implemented Suggestions
- Topic: [0.15] Deconstruct all except trees/rocks
- Replies: 23
- Views: 9447
Re: [0.15] Deconstruct all except trees/rocks
I was also looking for this. Only workaround I see is to blacklist every individual tree type to the planner. Seems a waste of time with the checkbox and white/blacklist slider right there.
- Fri May 19, 2017 5:31 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 149708
Re: Friday Facts #191 - Gui improvements
I say go for it. The quickbar really is annoying to use now. I constantly have to clear out the useless items that accrue there from crafting, and there's no quick way to do it. CTRL clicking on an empty cell clears the entire quickbar, including ones that have filters set. One inventory is the way ...
- Fri May 12, 2017 4:28 pm
- Forum: Ideas and Suggestions
- Topic: Alerts display
- Replies: 11
- Views: 5707
Re: Alerts display
I completely agree and elaborated in the same related thread from above here . Essentially it would be nice to have all alert icons be along the bottom of the screen or compiled elsewhere. Perhaps an option on a per-speaker basis that allows for icon stacking? This would allow the player to choose w...
- Fri May 12, 2017 4:25 pm
- Forum: Ideas and Suggestions
- Topic: Dismissing alerts
- Replies: 5
- Views: 5586
Re: Dismissing alerts
Some of the alerts - especially the logistic related ones - can be quite persistent and annoying, but I don't want to disable the alert sound because I want to keep an ear out for aliens attacking. Would it be possible to,say, right click a notification to dismiss it? I hit the forums just now to r...
- Wed May 10, 2017 12:46 pm
- Forum: Releases
- Topic: Version 0.15.9
- Replies: 66
- Views: 44436
Re: Version 0.15.9
Am I missing how to avoid having the speaker alerts stack as one icon? Ideally I'd like an icon for each alert along the bottom of the screen. I'll elaborate on the use-case for this if this query ultimately turns into a suggestion, but I wanted to first ensure I wasn't missing functionality already...
- Fri May 05, 2017 12:06 pm
- Forum: Releases
- Topic: Version 0.15.6
- Replies: 37
- Views: 32636
Re: Version 0.15.6
Did you research productivity bonus? It looks like a productivity module on drills and pumpjacks... Mining productivity research affects pumpjacks as well. That was certainly it. I encountered this on the tail-end of my play session, and I hadn't examined a drill since researching the new productiv...
- Thu May 04, 2017 12:59 pm
- Forum: Releases
- Topic: Version 0.15.6
- Replies: 37
- Views: 32636
Re: Version 0.15.6
I may have missed this "feature" but why do pumpjacks with no modules display a purple production bar anyway? If this is a bug, I'll report it accordingly.
- Fri Apr 14, 2017 7:16 pm
- Forum: News
- Topic: Friday Facts #186 - Marathon testing
- Replies: 112
- Views: 55191
Re: Friday Facts #186 - Marathon testing
I thought it was awesome, but I couldn't watch it all day. I nearly had a seizure the first time.maniak1349 wrote:The video is beautiful. Automated automation - I can watch this whole day.
- Fri Feb 10, 2017 8:30 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 51773
Re: Friday Facts #177 - Difficulty settings
Another interesting feature is that after starting a new game (in the current 0.14.x) the basic settings are saved and going to New Game again will preseed the values of that game, will it be the same with the Advanced settings? If yes, then please add a 'Reset' button on the Advanced settings tab ...
- Sat Oct 01, 2016 11:40 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] 0.14.1 - Tanks handle slowly
- Replies: 13
- Views: 6930
Re: 0.14.1 - Tanks handle slowly
I move this back for revaluation... Thanks Loewchen! My concern was that the developers simply noted the lack of change in the prototype and moved on. I just want to make sure they're aware that the prototype numbers are handled quite differently. Looking at how a tank spins on a dime (with no forw...
- Sat Oct 01, 2016 3:07 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] 0.14.1 - Tanks handle slowly
- Replies: 13
- Views: 6930
Re: 0.14.1 - Tanks handle slowly
Issue persists as of 0.14.12. I'm trying to get this thread moved back into the Bug reports board instead of opening a new report there. All the info is here.