Search found 291 matches

by <NO_NAME>
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...
by <NO_NAME>
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...
by <NO_NAME>
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 ...
by <NO_NAME>
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 ☸
by <NO_NAME>
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...
by <NO_NAME>
Sat Dec 17, 2016 12:55 am
Forum: Ideas and Suggestions
Topic: Late game annoyance
Replies: 20
Views: 5538

Re: Late game annoyance

Slayn25 wrote:I say the train should derail, explode, and then the aliens steal yours resources. Welcome to Dark Souls - Factorio.
Yeah, and you have only one life. If you die, your saves are deleted.
by <NO_NAME>
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...
by <NO_NAME>
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...
by <NO_NAME>
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...
by <NO_NAME>
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 :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: 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...
by <NO_NAME>
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...
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: 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...
by <NO_NAME>
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...
by <NO_NAME>
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.
by <NO_NAME>
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 ...
by <NO_NAME>
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.
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: 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?
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: 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 ...
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: 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.

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