Search found 282 matches

by <NO_NAME>
Fri Nov 25, 2016 6:40 pm
Forum: Ideas and Suggestions
Topic: Auto Trash Toggle
Replies: 2
Views: 1002

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 :D

(EDIT: stupid autocorrect)
by <NO_NAME>
Mon Nov 21, 2016 11:41 pm
Forum: Ideas and Suggestions
Topic: Ideas to increase multiplayer map transfer speed
Replies: 11
Views: 3949

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...
by <NO_NAME>
Mon Nov 21, 2016 9:16 pm
Forum: Ideas and Suggestions
Topic: Combat Improvements
Replies: 5
Views: 1951

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...
by <NO_NAME>
Mon Nov 21, 2016 9:07 pm
Forum: Ideas and Suggestions
Topic: Ideas to increase multiplayer map transfer speed
Replies: 11
Views: 3949

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...
by <NO_NAME>
Mon Nov 21, 2016 8:49 pm
Forum: Implemented Suggestions
Topic: Blueprints: Mirror/flip
Replies: 97
Views: 36093

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...
by <NO_NAME>
Sun Nov 20, 2016 2:23 am
Forum: Ideas and Suggestions
Topic: Builder Bots
Replies: 4
Views: 1549

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.
by <NO_NAME>
Mon Nov 14, 2016 4:59 pm
Forum: Ideas and Suggestions
Topic: Change behavior of lost construction robots
Replies: 2
Views: 1471

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 ...
by <NO_NAME>
Sat Nov 12, 2016 11:33 pm
Forum: Ideas and Suggestions
Topic: Remove guns and green ammo
Replies: 5
Views: 2315

Re: Remove guns and green ammo

Guns and ammo could be optional on map-creation screen. That would solve the problem for everyone.
by <NO_NAME>
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: 5436

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?
by <NO_NAME>
Tue Nov 08, 2016 11:34 pm
Forum: Ideas and Suggestions
Topic: Foliage / Grass grows up and around machines
Replies: 6
Views: 1638

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 ...
by <NO_NAME>
Mon Nov 07, 2016 7:24 pm
Forum: Ideas and Suggestions
Topic: Foliage / Grass grows up and around machines
Replies: 6
Views: 1638

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.
by <NO_NAME>
Sat Nov 05, 2016 12:59 pm
Forum: Ideas and Suggestions
Topic: Greifing rollback
Replies: 2
Views: 1078

Re: Greifing rollback

I saw this suggestion before: viewtopic.php?f=6&t=34382
However, your case makes an important point. Server setting like a black-list of players need to be preserved.
by <NO_NAME>
Thu Nov 03, 2016 11:35 pm
Forum: Ideas and Suggestions
Topic: Logistics bots optimization (researchable?)
Replies: 3
Views: 1067

Re: Logistics bots optimization (researchable?)

The second behavior could be faster if you don't have enough logistic robots. Let's say you have 100 items requested, 100 items in trash slots and only 100 logistic robots. To be honest, they will may act like it is described is second behavior, even with current AI. However, this is not guaranteed ...
by <NO_NAME>
Thu Oct 27, 2016 11:52 pm
Forum: Ideas and Suggestions
Topic: Cosmetic suggestion: nightvision
Replies: 10
Views: 1871

Re: Cosmetic suggestion: nightvision

To fights and expeditions outside the factory. When you are fighting without nightvision and night falls, you are most likely dead. It is a good enough reason to have it. EDIT: Moreover, I am not saying that nightvision has to completely prevent building factory. Let it just have some kind of downsi...
by <NO_NAME>
Sun Oct 23, 2016 9:04 pm
Forum: Ideas and Suggestions
Topic: Cosmetic suggestion: nightvision
Replies: 10
Views: 1871

Re: Cosmetic suggestion: nightvision

I like this. Nightvision really needs some disadvantages. Now it is ultimate tool to resolve every problem with lighting. It's irritating in multiplayer when you have to navigate through dark factory because most of the players have nightvision and they don't place any lamps. I would choose the nogh...
by <NO_NAME>
Thu Oct 20, 2016 11:22 pm
Forum: Ideas and Suggestions
Topic: Confirm dialog on close in windowed mode
Replies: 28
Views: 14064

Re: Confirm dialog on close in windowed mode

There still can be option in settings to turn off the dialog, just to not upset modders.
by <NO_NAME>
Thu Oct 20, 2016 11:13 pm
Forum: Implemented Suggestions
Topic: When creating a new blueprint, the rotation should be reset
Replies: 3
Views: 919

Re: When creating a new blueprint, the rotation should be reset

+1

I create blueprints to use them immediately in the same rotation all the time. It is often a small chunk of factory that looks nearly identical when it is rotated 180 degrees.
by <NO_NAME>
Wed Oct 19, 2016 9:48 pm
Forum: Ideas and Suggestions
Topic: Smarter auto-trash
Replies: 8
Views: 2466

Re: Smarter auto-trash

My proposition is to allow an autotrash condition to be lower than the request but give requests a higher priority. I feel like autotrash should actually have the highest priority, even above personal request slots. After all, trash is how you make room for more requested items. What's the point of...
by <NO_NAME>
Sun Oct 16, 2016 12:14 am
Forum: Ideas and Suggestions
Topic: Loading while Multiplayer
Replies: 4
Views: 1416

Re: Loading while Multiplayer

I play single-player when I want a challenge. I don't use any kind of cheat then.
With my cousin, it is mostly about fun. There is no reason to repair your factory for fifteen minutes, when you can simply load the game. :roll:

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