Search found 291 matches
- Tue Feb 21, 2017 1:39 pm
- Forum: Ideas and Suggestions
- Topic: Chemical Production Optimization by Temperature (Tempo produkcji zalezne o temperatury płynu.)
- Replies: 8
- Views: 4087
Re: Tempo produkcji zalezne o temperatury płynu.
Moja znajomość języka angielskiego, jest słaba, więc nie będę się produkował, ani ośmieszał, próbując go używać. Na wstępie więc, chciałbym prosić kogoś, kto zna w/w język, żeby przetłumaczył mój post. <Polish> Sorki, ale chyba ośmieszyłeś się jeszcze bardziej, próbując pisać po polsku na międzynar...
- Wed Jan 18, 2017 12:24 am
- Forum: Ideas and Suggestions
- Topic: Train station skipping conditions
- Replies: 143
- Views: 64332
Re: Train station skipping conditions
I would allow circuit conditions to be skipping conditions BUT it would be based on signals at the current station. Somebody would ask what would be use of this but I dare to state that this would be the most powerful of all skipping conditions. Circuit network is named that not without a reason. We...
- Sun Jan 01, 2017 11:59 pm
- Forum: Ideas and Suggestions
- Topic: Train station skipping conditions
- Replies: 143
- Views: 64332
Re: Train station skipping conditions
That's not true, in my base, it's the train that knows what it needs, not the station. Example: I have train that goes to about six supply stations before returning to a factory outpost. This train sets out as soon as any of the supplies run out, but it could skip all other stations. However, each ...
- Sun Jan 01, 2017 8:42 pm
- Forum: Ideas and Suggestions
- Topic: Show Non-Researched Items as Locked
- Replies: 12
- Views: 5666
Re: Show Non-Researched Items as Locked
This idea would work very well with that one: Ghost building ☸
- Tue Dec 20, 2016 8:54 pm
- Forum: Ideas and Suggestions
- Topic: Show belt history
- Replies: 5
- Views: 1969
Re: Show belt history
What I would find much more useful is a signpost that I can place besides the belts. You will find a lot of signpost suggestions... And what you really need is some kind of half-automatic placing of such signposts. Example: Place post near belt. Click edit text, click on the be belt, text is create...
- Sat Dec 17, 2016 12:55 am
- Forum: Ideas and Suggestions
- Topic: Late game annoyance
- Replies: 20
- Views: 5538
Re: Late game annoyance
Yeah, and you have only one life. If you die, your saves are deleted.Slayn25 wrote:I say the train should derail, explode, and then the aliens steal yours resources. Welcome to Dark Souls - Factorio.
- Wed Nov 30, 2016 10:35 pm
- Forum: Ideas and Suggestions
- Topic: More clever autosave
- Replies: 10
- Views: 2736
Re: More clever autosave
I can feel your pain, but this approach would be pretty much useless with multiplayer. There is no chance that each player would decide to stop moving mouse in the same moment. That would end as an 1-minute countdown to autosave, which is actually a good idea except that a 10 seconds would do. (Ther...
- Wed Nov 30, 2016 10:19 pm
- Forum: Ideas and Suggestions
- Topic: Late game annoyance
- Replies: 20
- Views: 5538
Re: Late game annoyance
I would suggest having trains bump objects to the side with a minor loss of speed. If the entity cannot be moved to the side (due to collision with another entity) it should try to push it forward instead, then collide with it again and re-apply the damage and speed loss, repeating until the entity...
- Tue Nov 29, 2016 11:00 pm
- Forum: Ideas and Suggestions
- Topic: Late game annoyance
- Replies: 20
- Views: 5538
Re: Late game annoyance
I would suggest having trains bump objects to the side with a minor loss of speed. If the entity cannot be moved to the side (due to collision with another entity) it should try to push it forward instead, then collide with it again and re-apply the damage and speed loss, repeating until the entity...
- Fri Nov 25, 2016 6:40 pm
- Forum: Ideas and Suggestions
- Topic: Auto Trash Toggle
- Replies: 2
- Views: 1565
Re: Auto Trash Toggle
I 100% agree. I am in this situation surprisingly often.
Looking at other threads: disable personal robots, disable trash slots, disable exoskeleton, ...
I can see a pattern. It looks like we need a brand-new UI mechanic
(EDIT: stupid autocorrect)
Looking at other threads: disable personal robots, disable trash slots, disable exoskeleton, ...
I can see a pattern. It looks like we need a brand-new UI mechanic
(EDIT: stupid autocorrect)
- Mon Nov 21, 2016 11:41 pm
- Forum: Ideas and Suggestions
- Topic: Ideas to increase multiplayer map transfer speed
- Replies: 11
- Views: 5432
Re: Ideas to increase multiplayer map transfer speed
short version: map transfer now is not very smart: in case of a new player connecting or desync: whole map is transferred solution: -client already has parts of map information (earlier save or desynced partially wrong info) -identify correct info and transfer only what is needed I don't really kno...
- Mon Nov 21, 2016 9:16 pm
- Forum: Ideas and Suggestions
- Topic: Combat Improvements
- Replies: 5
- Views: 2845
Re: Combat Improvements
- Vehicles are designed to be operated manually and i think it should stay that way, however i wouldn't say no to combat robots. I absolutely disagree. When evolution factor is over 0.9 and I am destroying a big group of spawners, I have to be very careful to not drain my whole shield. There can be...
- Mon Nov 21, 2016 9:07 pm
- Forum: Ideas and Suggestions
- Topic: Ideas to increase multiplayer map transfer speed
- Replies: 11
- Views: 5432
Re: Ideas to increase multiplayer map transfer speed
short version: map transfer now is not very smart: in case of a new player connecting or desync: whole map is transferred solution: -client already has parts of map information (earlier save or desynced partially wrong info) -identify correct info and transfer only what is needed I don't really kno...
- Mon Nov 21, 2016 8:49 pm
- Forum: Implemented Suggestions
- Topic: Blueprints: Mirror/flip
- Replies: 97
- Views: 63634
Re: Mirroring blueprints
There are a few instances which make this a bad idea. Factories with fluids: currently, all factories which have more than one fluid input, or output have them hard wired to a specific pipe, if you flip this, the pipes will be swapped around. This is probably okay if your blueprint only had that fa...
- Sun Nov 20, 2016 2:23 am
- Forum: Ideas and Suggestions
- Topic: Builder Bots
- Replies: 4
- Views: 2240
Re: Builder Bots
Robots also tends to gather around defense systems that often require repair. Your change could be a disadvantage for at least some play styles, because you would have to place robots manually in specific roboports to ensure quick reaction to damages.
- Mon Nov 14, 2016 4:59 pm
- Forum: Ideas and Suggestions
- Topic: Change behavior of lost construction robots
- Replies: 2
- Views: 1957
Change behavior of lost construction robots
Let's start with a little story: (tl dr - just skip this paragraph) I just ended battle with a bunch of biters. A few of my buildings was damaged but of course I was too lazy to repair them by myself. I didn't have any stationary roboports jet but I used personal roboports a lot. The roboports were ...
- Sat Nov 12, 2016 11:33 pm
- Forum: Ideas and Suggestions
- Topic: Remove guns and green ammo
- Replies: 5
- Views: 3443
Re: Remove guns and green ammo
Guns and ammo could be optional on map-creation screen. That would solve the problem for everyone.
- Wed Nov 09, 2016 8:11 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.10] - Some controls are not cross-compatible
- Replies: 12
- Views: 7161
Re: [0.13.10] - Some controls are not cross-compatible
Problem still exists in Factorio 14.19.
I agree that control settings should not be synchronized. Why do we need a function that does not work and only breaks key binding?
I agree that control settings should not be synchronized. Why do we need a function that does not work and only breaks key binding?
- Tue Nov 08, 2016 11:34 pm
- Forum: Ideas and Suggestions
- Topic: Foliage / Grass grows up and around machines
- Replies: 6
- Views: 2488
Re: Foliage / Grass grows up and around machines
I don't think it would be as much processing time. The process would be slow, so it don't need to be calculated every tick. I think that one update per 15 seconds would be enough. In this case 1/900 of all buildings would be calculating in every tick. This is nothing, compared to transport belts or ...
- Mon Nov 07, 2016 7:24 pm
- Forum: Ideas and Suggestions
- Topic: Foliage / Grass grows up and around machines
- Replies: 6
- Views: 2488
Re: Foliage / Grass grows up and around machines
This could even be helpful gameplay-wise:
1) As visual indicator, how long ago something was placed/removed.
2) During modifying factory, to see where buildings were before.
1) As visual indicator, how long ago something was placed/removed.
2) During modifying factory, to see where buildings were before.