Search found 379 matches

by conn11
Sun Nov 01, 2020 10:40 am
Forum: General discussion
Topic: Alt-F4 #11 - Scientific Curiosities
Replies: 11
Views: 1749

Re: Alt-F4 #11 - Scientific Curiosities

I would also like to thank you for youre effort, Alt-F4 are making for a quite interesting read.
In addition to ssilk, alternatively you could release on saturdays instead if FFFs are due.
by conn11
Sun Nov 01, 2020 10:20 am
Forum: Ideas and Suggestions
Topic: Option to build ghost automatically if out of reach.
Replies: 10
Views: 762

Re: Option to build ghost automatically if out of reach.

Yes, very practical suggestion!
This could be handled like the opt-in feature of picking ghosts if an entity is not available to not confuse new players. Either via a new option or expanding the already existing option of picking ghosts.
by conn11
Sun Nov 01, 2020 9:58 am
Forum: Ideas and Suggestions
Topic: Findling personal logistic requests via filter GUI
Replies: 3
Views: 279

Findling personal logistic requests via filter GUI

TL;DR Trying to set an already existing personal logistic request via the filter GUI, should highlight it like the search function dose. What ? With the update to personal logistics, personal logistic requests can become quite numerous. Since they are not sorted and not easily rearranged, finding a...
by conn11
Fri Oct 30, 2020 2:58 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 36788

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Philip017 wrote:
Fri Oct 30, 2020 2:48 pm
Love all the changes that you are proposing for 1.1
are you planning at all to bring back the experimental to have the community help test these changes before they are added to the "stable" list? example 1.0.1
1.1 will be released as experimental build.
Source: reddit
by conn11
Fri Oct 30, 2020 1:41 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 36788

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

This and Blueprint Flip and Turn (credit: NovaM) the two missing features for making the Vanilla (none recursive) blueprint system (thanks for being able to re-edit BPs) complete. I agree, one of the last utils before perfection ! I'd also add to this short list a way to insert item's icon into tra...
by conn11
Fri Oct 30, 2020 1:10 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 36788

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

A little sad the Devs didn't mention this Mad Lad: https://www.reddit.com/r/factorio/comments/jizq1b/i_programmed_factorio_from_scratch_multithreaded/gaavdty/ Oh. He did a thing... in 3 moths he just rewrote the game from scratch to allow for Multi-Threaded/Multi-Core 64bit Multiplayer. I’dont thin...
by conn11
Fri Oct 30, 2020 12:21 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 36788

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Besides the improvements to Spidertron so far are there currently any plans to add the features from the Squad Control (credit: morley376) OR Waypoints with or without the patrol mode (credit: Xorimuth) into Vanilla?
by conn11
Fri Oct 30, 2020 12:01 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 36788

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

(...) Did you consider to implement a way to semi automatically insert modules in before empty buildings, e.g. via the upgrade planner? Basically to make mods like Module Inserter (credit: Choumiko) Vanilla. This would not only make remote blueprinting (improved already for 1.0), but remotly design...
by conn11
Fri Oct 30, 2020 11:32 am
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 36788

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

This is truley epic. Even the little, but IMO powerful main menu design change. Full integration of the e -key is that much more QoL. Currently I'm deleting request constantly. The enhancements in ghost building made are logicaly and appropiate now we have our eight-legged remote builder. Making the...
by conn11
Sun Oct 25, 2020 8:35 am
Forum: Ideas and Suggestions
Topic: [QoL] Land mines throwing 'missing entity' alerts.
Replies: 4
Views: 439

Re: [QoL] Land mines throwing 'missing entity' alerts.

Without a bot network to replace them automatically, this is a relevant information. How else should the player be warned to replace the defenses (probably by building a bot network)? In don't really see the benefit of a toggling option, considering any option especially for highly specific things ...
by conn11
Sat Oct 24, 2020 9:55 am
Forum: Ideas and Suggestions
Topic: [QoL] Land mines throwing 'missing entity' alerts.
Replies: 4
Views: 439

Re: [QoL] Land mines throwing 'missing entity' alerts.

Without a bot network to replace them automatically, this is a relevant information. How else should the player be warned to replace the defenses (probably by building a bot network)? In don't really see the benefit of a toggling option, considering any option especially for highly specific things i...
by conn11
Fri Oct 23, 2020 6:21 am
Forum: Ideas and Suggestions
Topic: Hand crafting speed is partly wasted.
Replies: 3
Views: 232

Re: Hand crafting speed is partly wasted.

ssilk wrote:
Fri Oct 23, 2020 3:31 am
What mod does that?? :shock:
this could be Crafting speed research from Klonan himself.
by conn11
Sun Oct 18, 2020 2:34 pm
Forum: Ideas and Suggestions
Topic: Rocket Launch by Circuit Condition
Replies: 19
Views: 2707

Re: Rocket Launch by Circuit Condition

This is simple: you can add 10 inserters around the rocket launch, each picks up science packs from a chest. Don’t forget to switch their max. stack size to 10 each, and control them all with a circuit. When launch signal is send, all 10 inserters move at once, put each 10 science pack in and so yo...
by conn11
Sun Oct 18, 2020 2:31 pm
Forum: Ideas and Suggestions
Topic: Rocket Launch by Circuit Condition
Replies: 19
Views: 2707

Re: Rocket Launch by Circuit Condition

Firstly previously done test confirm your results. Having a delay between cargo insertion and launch would also do the trick. Povided enough inserters are in place. On the other hand not having full fish efficency might be an intended behaiviour.
by conn11
Fri Oct 16, 2020 9:22 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 67
Views: 9073

Re: Conditional stations in train schedule

Furthermore, refuelling should be the least problem, given 3 slots for nuclear fuel per locomotive.
by conn11
Tue Oct 13, 2020 6:53 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 36896

Re: Friday Facts #361 - Train stop limit, Tips and tricks

dgls wrote:
Tue Oct 13, 2020 1:59 pm
FactorioBot wrote:
Fri Oct 09, 2020 6:42 am
Here it is! (beep boop)

https://factorio.com/blog/post/fff-361
When download will be released?
Fryday Fact could be "Release Facts", and posted when the release is ready.
This would be quite redundant, given the fact releases are accompanied with changelogs.
by conn11
Fri Oct 09, 2020 8:27 am
Forum: Ideas and Suggestions
Topic: Electric Discharge Defense trigger on melee damage
Replies: 7
Views: 1702

Re: Electric Discharge Defense trigger on melee damage

knocking back the biters would be superbly useful Even if a knockback effect proves troublesome, a stun effect would be very useful for mitigating melee damage. The knockback and stun are implemented in 1.0; it's the auto-fire and potential acid cleaning that are concepts only. This is known. My po...
by conn11
Fri Oct 09, 2020 8:01 am
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 36896

Re: Friday Facts #361 - Train stop limit, Tips and tricks

Glad to get some updates (and some more in the weeks to follow) on development. Limiting the train number per station should be interesting. I’m excited to play around with that. Together with some more map icons, logistics for spidertron and the upgrade for tip and tricks as well as the tutorials w...
by conn11
Thu Oct 08, 2020 5:21 am
Forum: Ideas and Suggestions
Topic: Electric Discharge Defense trigger on melee damage
Replies: 7
Views: 1702

Re: Electric Discharge Defense trigger on melee damage

I like this idea, knocking back the biters would be superbly useful if taking melee damage.
The discharge remote could and should still be kept if a more manual approach is preferred.
by conn11
Sat Oct 03, 2020 9:33 am
Forum: Ideas and Suggestions
Topic: Locomotive and Rail System
Replies: 4
Views: 403

Re: Locomotive and Rail System

Not that installing a mod is in any way difficult. Like ssilk said before, your suggestions would add stuff to trains without really changing anything fundemental. Besides what would I use manual only locomotives and rails out of a resource I can not automate for? The compartmentalized cargo wagon i...

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