Search found 385 matches
- Mon Mar 30, 2020 2:14 pm
- Forum: Ideas and Suggestions
- Topic: Allow Upgrade Planner to start from empty for modules
- Replies: 7
- Views: 2246
Re: Upgrade planners: Empty slot to module fill unpopulated module slots
Technically a double post but the idea is pretty good and convenient. +1
- Thu Mar 26, 2020 5:48 am
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 90743
Re: Friday Facts #339 - Beacon HR + Redesign process
I always wanted beacons to be a function instead of an entity in physical form. like the logistic network but with proximity in mind. Using a different color cable to show which entity is connected to the beacon network. Or maybe have beacon slots so that a beacon isn't transmitting RF signals, but...
- Wed Mar 25, 2020 2:14 pm
- Forum: Ideas and Suggestions
- Topic: Personal construction bots will ignore items on hand
- Replies: 3
- Views: 1244
Re: Personal construction bots will ignore items on hand
Isn’t that already function wise implemented by the toggeable personal roboports (prp)?
Sure, you wouldn’t „help“ your con bots, but researching bot speed or just utilizing more and higher tiers prps would also circumvent slow construction times for larger blueprints.
Sure, you wouldn’t „help“ your con bots, but researching bot speed or just utilizing more and higher tiers prps would also circumvent slow construction times for larger blueprints.
- Sat Mar 21, 2020 8:31 am
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 90743
Re: Friday Facts #339 - Beacon HR + Redesign process
Any chance the light in the middle of the beacon could adjust its color depending on what module is used inside it? Blue for speed, green for efficiency and puple/red for production? Oh that would be SWEET! Although productivity modules can’t be placed into beacons and transmitting efficiency is mo...
- Fri Mar 20, 2020 7:38 pm
- Forum: Releases
- Topic: Version 0.18.15
- Replies: 17
- Views: 13885
Re: Version 0.18.15
this is such an improvement and convenience, should really work ony any Pop-Up.FactorioBot wrote: ↑Fri Mar 20, 2020 3:24 pmENTER key can now be used to confirm the small "Set request" pop-up windows.
- Fri Mar 20, 2020 5:02 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 90743
Re: Friday Facts #339 - Beacon HR + Redesign process
definetly a radical departure from the old design, but promising. I wonder, how it will actually compare in game (e.g. in vertical set-ups). The hight might be a problem, overtowering other entities in tightly fitted arrays. I'm esspecially interested how it will harmonize with the yet to be impleme...
- Fri Mar 20, 2020 6:16 am
- Forum: Ideas and Suggestions
- Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
- Replies: 41
- Views: 9798
Re: Game Design: Make Hazard Concrete just a "Rotation" of regular Concrete.
Let's make small power poles and medium power poles "rotations" of each other. Having only one item type for placing small, medium or big power pole entities would actually be nice to have. Other items and entities they should be able to place: - yellow/red/blue belt -> belt or undergroun...
- Wed Mar 18, 2020 8:13 pm
- Forum: General discussion
- Topic: Any update on Data cache
- Replies: 1
- Views: 751
Any update on Data cache
As mentioned a while ago in FFF 326.
Is there any update on implementation or plans to make it available to the general public?
Is there any update on implementation or plans to make it available to the general public?
- Tue Mar 17, 2020 6:55 pm
- Forum: Releases
- Topic: Version 0.18.13
- Replies: 57
- Views: 26181
Re: Version 0.18.13
The GUI overhaul is working as great as to be expected from the fff. Two things comming to mind: 1) all the unsused space in the character tab would be perfect to implement more toggleable modules (belt immunity, night vision, PLDs). Preferably with some new shortcuts. 2) Maybe a reset button next t...
- Mon Mar 16, 2020 4:15 pm
- Forum: Ideas and Suggestions
- Topic: Feature request: Allow one-time orders from logistic network
- Replies: 29
- Views: 9928
Re: Idea for the new character logistic GUI
Especially rails show the shortcomings of this proposition. One stack of them is pretty useless. In construction drone range you could always ghost buid with no need to consider the characters inventory, outside the range 100 rails would get you exactly how far? Maybe more feasible for signals and o...
- Sun Mar 15, 2020 11:58 am
- Forum: Ideas and Suggestions
- Topic: bulk handcrafting
- Replies: 40
- Views: 9012
Re: [0.18.12] Order of handcrafted items
Maybe because handcrafting isn’t the most feasible way of doing things. It’s annoying and slow, especially for a bulk of items. Therefore encouraging players to use at least semiautomatic (maybe still handfed) setups early one. IMO it works as intended. Alterations should remain in mod territory: ex...
- Fri Mar 13, 2020 7:15 pm
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 52416
Re: Friday Facts #338 - The (real) Character GUI
No recipe found for "spidertr", does this mean the search function doesn't do wildcards or partial words? I know you got the Spidertrons hidden away back there No, that's just Twinsen thinking he's memeing, but actually setting us up for overwhelmingly disappointing 1.0 release. :geek:
- Fri Mar 13, 2020 1:59 pm
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 52416
Re: Friday Facts #338 - The (real) Character GUI
Those are great news. Limited request slots and untoggleable trashed items were inconvenient at least or a straight up hassle. Definitely a big step up in terms of QoL and one of the last major areas, needing tuning and refinement before 1.0.
- Wed Mar 11, 2020 5:25 pm
- Forum: General discussion
- Topic: Entities consuming/producing fluid never go to sleep
- Replies: 19
- Views: 5313
Re: Entities consuming/producing fluid never go to sleep
Just put oil refinery in vanilla without any pipe connection at all - it will consume UPS. Stamp in creative mode 1000 of them and see you UPS drops Your observations can be validated: idle.PNG working refinery.PNG all fluid only using and outputing entities aren't showing the inactive state, regar...
- Wed Mar 11, 2020 9:54 am
- Forum: General discussion
- Topic: Steam Update Latency?
- Replies: 2
- Views: 1111
Re: Steam Update Latency?
This predominantly seems to be a problem of hotfix type of updates in close proximity to previous ones, like 0.18.11 to 0.18.12.
Rarely , at least in my experience, of more regular updates, wich are available on steam at the time of the announcement here.
Rarely , at least in my experience, of more regular updates, wich are available on steam at the time of the announcement here.
- Tue Mar 10, 2020 7:16 pm
- Forum: General discussion
- Topic: Entities consuming/producing fluid never go to sleep
- Replies: 19
- Views: 5313
Re: Entities consuming/producing fluid never go to sleep
So in conclusion, fluid consuming entities behave as to be expected. Any UPS issues, if not mod related, or theorized, it‘s not clear from OP should be fluid related. Entities which can handle fluid have fluid boxes. Unpowering a machine doesn't/shouldn't clamp off the pipe connection feeding into i...
- Tue Mar 10, 2020 6:40 pm
- Forum: General discussion
- Topic: Entities consuming/producing fluid never go to sleep
- Replies: 19
- Views: 5313
Re: Entities consuming/producing fluid never go to sleep
-correct me, if I'm wrong- I noticed that entities consuming/producing fluid never go to sleep. At megabase scale they stay awake (and consume UPS) even in no ingredients/fully backed up. While entities using solid ingredients happily go to sleep under same conditions. In this correct? Yes. Missing...
- Tue Mar 10, 2020 5:59 pm
- Forum: General discussion
- Topic: Entities consuming/producing fluid never go to sleep
- Replies: 19
- Views: 5313
Re: Entities consuming/producing fluid never go to sleep
Like setting circuit conditions controling power switches to turn the power off and on, when your buffering fluid tanks are full or empty enough? Provided of course your fluid handeling areas aren't too interconnected with the rest of the grid... Exactly. Imagine independent rail-based factory bloc...
- Tue Mar 10, 2020 5:12 pm
- Forum: Releases
- Topic: Version 0.18.11
- Replies: 20
- Views: 13353
Re: Version 0.18.11
At least the sleepers in the railway icon should be spaced out a little bit further. Should be possible by enlarging all icons a little bit, most of the space in the button fields is unused.
By the way, I like the new more minimalistic style.
- Tue Mar 10, 2020 5:00 pm
- Forum: Releases
- Topic: Version 0.18.11
- Replies: 20
- Views: 13353