Though with a designated artillery train, this behaviour might be desirable.
If any change is to be made, a toggle (probably manually operated) automatic artillery UI addition will do the trick.
Search found 380 matches
- Thu Jul 09, 2020 1:00 pm
- Forum: Ideas and Suggestions
- Topic: Disable artillery wagon auto-fire when train is in manual mode
- Replies: 19
- Views: 4295
- Sat Jul 04, 2020 3:08 pm
- Forum: General discussion
- Topic: New Stile Tool Belt
- Replies: 4
- Views: 1134
Re: New Stile Tool Belt
0.17.79 is to be outdated by 0.18 stable (or 1.0) in a few weeks. Any complaint should at least consider the new GUIs.
- Fri Jul 03, 2020 11:00 am
- Forum: News
- Topic: Friday Facts #354 - Launch party and HR power switch
- Replies: 33
- Views: 16205
Re: Friday Facts #354 - Launch party and HR power switch
Only to update the power switch graphic is a good idea. The entity design is functional and is fitting the rest of the combinator/ circuit stuff style.
- Fri Jul 03, 2020 6:21 am
- Forum: Releases
- Topic: Version 0.18.34
- Replies: 23
- Views: 18731
Re: Version 0.18.34
Logistic request related item and count windows now have notched sliders for 0 to 10 stacks selection. Different numbers that are not multiplies of stacks can be still written into the textboxes. Please reconsider this, or at least make it configurable. The old logarithmic sliders were really nice ...
- Tue Jun 30, 2020 12:10 pm
- Forum: Ideas and Suggestions
- Topic: Factorio 1.0 Launch Special Edition
- Replies: 19
- Views: 4009
Re: Factorio 1.0 Launch Special Edition
A coffee mug for long night shifts would be much appreciated.
Probably by extending the merch section.
Probably by extending the merch section.
- Sun Jun 28, 2020 12:10 pm
- Forum: News
- Topic: Friday Facts #353 - Trailer update
- Replies: 38
- Views: 17039
Re: Friday Facts #353 - Trailer update
I wonder if new players will be interested in Factory 0.1. While it is very interesting for those, who did travel along with you, others might not care. What is it you like to achieve with the new trailer? Wich would be a considerable chunk of players. A (launch) trailer explicitly created for leav...
- Sun Jun 28, 2020 9:55 am
- Forum: Releases
- Topic: Version 0.18.34
- Replies: 23
- Views: 18731
Re: Version 0.18.34
The recent changes to GUI are really refinig it. Well done.
Thou the term „flat character GUI“ is a bit confusing, maybe expanded character GUI would be more intuitive.
Thou the term „flat character GUI“ is a bit confusing, maybe expanded character GUI would be more intuitive.
- Fri Jun 26, 2020 12:29 pm
- Forum: News
- Topic: Friday Facts #353 - Trailer update
- Replies: 38
- Views: 17039
Re: Friday Facts #353 - Trailer update
New trailers, refurbished website. It‘s time to connect to the hype train 
Can‘t weit to the See the launch trailer.
Will the renewed main trailer be uploaded before release?
Can‘t weit to the See the launch trailer.
Will the renewed main trailer be uploaded before release?
- Tue Jun 23, 2020 4:10 pm
- Forum: Ideas and Suggestions
- Topic: Upgrade planner for no module to module
- Replies: 15
- Views: 12414
Re: Upgrade planner for no module to module
+1 for being able to upgrade modules via upgrade planner. It can already do that. It just can't do no module -> module. Wich would be a desireable feature. Once e.g. a row of beacons is moduled up, it‘s trivial enough. But for situations creating such a bp a little more flexibility would be a gain ...
- Tue Jun 16, 2020 9:41 pm
- Forum: Releases
- Topic: Version 0.18.32
- Replies: 36
- Views: 21995
- Tue Jun 16, 2020 9:06 pm
- Forum: Releases
- Topic: Version 0.18.32
- Replies: 36
- Views: 21995
Re: Version 0.18.32
this would be the perfect opportunity for showing modules in a second surface when alt mode is enabled (like already frequently suggested in the FFF) What do you mean? The new interface setting to show or not show which modules are inside the beacons when alt-mode is active? Or do you mean surfaces...
- Tue Jun 16, 2020 7:50 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 59360
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Such designs weren‘t possible when fluid mixing was a thing. It just bricked your pipe network. The backup input should be something achieveable with a little more sophisticated contraption. Though funktional fluid mixing would have some use for flamethrower turrets, in most other entities it would...
- Tue Jun 16, 2020 7:35 pm
- Forum: Releases
- Topic: Version 0.18.32
- Replies: 36
- Views: 21995
Re: Version 0.18.32
Seeing the new beacons in game they look pretty nice. Even better than the preview images from the latest FFF. 2 issues though: overlap.PNG this would be the perfect opportunity for showing modules in a second surface when alt mode is enabled (like already frequently suggested in the FFF) horizontal...
- Tue Jun 16, 2020 5:16 am
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 59360
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
What would be the benefit for Vanilla , exactly? The benefit would be to allow for more interesting designs where the same pipe can be used to carry multiple different fluids at different times. Perhaps you want to hook your flamethrower turrets up to light oil by default, but you don't want to ris...
- Tue Jun 16, 2020 4:05 am
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 59360
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
What would be the benefit for Vanilla , exactly? The relevant edge cases where mixing prevention is limiting are, with the flush feature, taken care off. I hope you do realize your statement makes no sense in a game like Factorio. That's not because you can't imagine a limitation it does not exists...
- Mon Jun 15, 2020 7:57 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 59360
- Fri Jun 12, 2020 3:35 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 59360
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
This new iteration should improve beaconed factories significantly.
The recent trend to integrate alt-mode or bottleneck information into vanilla is hopefully continued into the Assembler redesign.
The recent trend to integrate alt-mode or bottleneck information into vanilla is hopefully continued into the Assembler redesign.
- Thu Jun 11, 2020 2:16 pm
- Forum: Ideas and Suggestions
- Topic: Show the Current and Maximum no. of Combat Drones when hovering over them
- Replies: 2
- Views: 393
- Fri Jun 05, 2020 1:28 pm
- Forum: News
- Topic: Friday Facts #350 - Electric mining drill redesign
- Replies: 104
- Views: 45037
Re: Friday Facts #350 - Electric mining drill redesign
Those new mining drills look and Sound pretty nice. Pluses for the LED. I‘m looking forward how a cramped or fully beaconed setup will look like. If any animation is missing, then a more visual degredation of the mined ore patch/tile. For example by using a modified explosion crater texture. This wo...
- Wed Jun 03, 2020 7:58 pm
- Forum: Releases
- Topic: Version 0.18.30
- Replies: 17
- Views: 12539
Re: Version 0.18.30
No, source FFF331James_Hackett wrote: ↑Wed Jun 03, 2020 2:00 pmHi there, any plans to mark an 0.18.x version as stable before the 1.0 release?