Something like this?
https://mods.factorio.com/mod/air-filtering-patched
Search found 380 matches
- Mon Dec 09, 2019 3:17 pm
- Forum: General discussion
- Topic: Pollution Scubber
- Replies: 6
- Views: 1645
- Sun Dec 08, 2019 7:06 pm
- Forum: Ideas and Suggestions
- Topic: Allow Upgrade Planner to start from empty for modules
- Replies: 7
- Views: 1808
Allow Upgrade Planner to start from empty for modules
TL;DR Extend the functionality of the upgrade planner to upgrade buildings from an empty slot with modules. What ? Pretty straight foreward, buildings and beacons should be automatically filled with modules via the upgrade planner, without prior manual insertion or via bp-workaround. I suggest to u...
- Fri Dec 06, 2019 5:44 am
- Forum: Ideas and Suggestions
- Topic: Now vacant pickaxe slot should get dedicated to construction robots
- Replies: 7
- Views: 1931
Re: Now vacant pickaxe slot should get dedicated to construction robots
Good idea, the old slot is needlessly empty. I would go one step further and propose, to reserve it for a number of things like: grenades, cliff explosive, repair packs, fitting the playstyle and the players progress level.
- Thu Dec 05, 2019 7:01 am
- Forum: Implemented Suggestions
- Topic: Shift+selecting with an upgrade planner should downgrade instead
- Replies: 7
- Views: 2420
Re: Shift+selecting with an upgrade planner should downgrade instead
Appart from uses outside Imported bp-book in early game, there wouldn‘t be much applications. Your proposed shift-click is inconsistent to the regular Blue- and redprints, so a special downgrade planner would be required. Besides correct me if I‘m wrong, can‘t you already define the upgrade planner ...
- Sun Dec 01, 2019 8:49 pm
- Forum: News
- Topic: Friday Facts #323 - Animated water
- Replies: 54
- Views: 20809
Re: Friday Facts #323 - Animated water
And let‘s not forget, that all of this polish as the HD-graphics is optional, because the player can turn it off.
Seems like a optimal choise how to add such features to a game.
Seems like a optimal choise how to add such features to a game.
- Sat Nov 30, 2019 2:06 pm
- Forum: Ideas and Suggestions
- Topic: Bottom leds to belts to distinquish belt types?
- Replies: 14
- Views: 2935
Re: Bottom leds to belts to distinquish belt types?
Okay so I found the "make new upgrade planner" feature and found out how to use that. But if I got it right, I still have to stop and drag a box around belts to see what is what. I would really prefer just easily spotting individual wrong colored belts while just running through the area....
- Sat Nov 30, 2019 10:53 am
- Forum: Ideas and Suggestions
- Topic: Bottom leds to belts to distinquish belt types?
- Replies: 14
- Views: 2935
Re: Bottom leds to belts to distinquish belt types?
An upgrade planner, configured for belt Updates already takes care of it. Either by fixing it directly or at least highlighting lower tiers of belt if bots are not avaliable.
Anyway any modestly sufficient throughput makes the problem obvious.
Anyway any modestly sufficient throughput makes the problem obvious.
- Fri Nov 29, 2019 7:10 pm
- Forum: News
- Topic: Friday Facts #323 - Animated water
- Replies: 54
- Views: 20809
Re: Friday Facts #323 - Animated water
Reffering to this (In the unlikely case anyone is NOT familiar): https://youtu.be/DR01YdFtWFI?t=54 Watching that old trailer again now gives a pretty astonishing impression of how much the graphics have changed, and how "flat" it all looked back then. The art department (and the engine de...
- Fri Nov 29, 2019 6:52 pm
- Forum: News
- Topic: Friday Facts #323 - Animated water
- Replies: 54
- Views: 20809
Re: Friday Facts #323 - Animated water
Small deposits of water can spawn, according to your map presets. They are somewhat of inland water wells. Colloquially refferd to as lakes. Whats more appealing, now then beautification is on the table, to maybe implement the greenish water texture from the 2016 and 2014 trailer. Water flooring und...
- Sat Nov 23, 2019 12:05 pm
- Forum: News
- Topic: Friday Facts #322 - New Particle system
- Replies: 58
- Views: 25572
Re: Friday Facts #322 - New Particle system
Okay, with optimizations like this it's more understandable now, why we have still less than a year at hand before release. Factorio appears to be the only game, effectively achieving its sequel before even reaching 1.0.
- Fri Nov 22, 2019 12:10 pm
- Forum: News
- Topic: Friday Facts #321 - Countdown
- Replies: 71
- Views: 29709
Re: Friday Facts #321 - Countdown
Nice observation
- Sun Nov 17, 2019 7:51 pm
- Forum: Implemented Suggestions
- Topic: Show unfinished research percentage
- Replies: 3
- Views: 1357
- Fri Nov 15, 2019 4:45 pm
- Forum: News
- Topic: Friday Facts #321 - Countdown
- Replies: 71
- Views: 29709
Re: Friday Facts #321 - Countdown
Wonderful news, it's really reassuring that you guys upkeep the same standards even this late in development. Although the date is almost a year from now, it is a somewhat strange feeling to see something like Factorio officially called 1.0 . Of course considering development won't stop (Spidertron ...
- Fri Nov 15, 2019 7:02 am
- Forum: General discussion
- Topic: Tank + Nuclear fuel + Re-enforced concrete = Me crashing in to my own base
- Replies: 11
- Views: 3355
Re: Tank + Nuclear fuel + Re-enforced concrete = Me crashing in to my own base
The tank could be renamed Bulldozer, especially in base, but then again, nothing the con bots couldn’t handle (or if I‘ve forget to avoid the space bar, while carrying nuclear rockets). Just don’t drive near anywhere expensive, like your reactor blocks, or silo(s).
- Wed Nov 13, 2019 11:08 am
- Forum: Ideas and Suggestions
- Topic: Make visible mark on boxes if the volume limit is set
- Replies: 18
- Views: 5227
Re: Make visible mark on boxes if the volume limit is set
You know you can put items on blocked stacks? By hand or when you lower the limits. So in any case: The limit says nothing about, how "full" a chest can be. At least manually overfilling chests with a set Stack size shouldn’t be that prevalent. But for such cases some visual indicators li...
- Wed Nov 13, 2019 5:40 am
- Forum: Ideas and Suggestions
- Topic: Make visible mark on boxes if the volume limit is set
- Replies: 18
- Views: 5227
Re: Make visible mark on boxes if the volume limit is set
Excellent idea (like anything including more bottleneck-mod‘ish features in Vanilla) both the proposed tooltip and the visual representation in alt mode. What about a bluish „item bar“ filling up (analog to the depleting health bar), if you set a stack limit the bar is drawn with a vertical pointer...
- Sun Nov 10, 2019 3:24 pm
- Forum: Ideas and Suggestions
- Topic: Make visible mark on boxes if the volume limit is set
- Replies: 18
- Views: 5227
Re: Make visible mark on boxes if the volume limit is set
Excellent idea (like anything including more bottleneck-mod‘ish features in Vanilla) both the proposed tooltip and the visual representation in alt mode. What about a bluish „item bar“ filling up (analog to the depleting health bar), if you set a stack limit the bar is drawn with a vertical pointer ...
- Sat Nov 09, 2019 9:27 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 61828
Re: Friday Facts #320 - Color correction
... Factory damaging acid rain and darker/greyer daytime colors in areas with a lot of pollution in the air (also impacting solar panel output and player health?), or ground tiles shifting their color palette into the grey once polluted - like the trees dieing - would support that narrative better....
- Fri Nov 08, 2019 6:14 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 61828
Re: Friday Facts #320 - Color correction
Hey guys, looks like a lot of work went into this The new day time colours are a lot clearer and easier for my tired eyes, especially the map. However, I find the blue nighttime is making it way harder to see. Even before this update you couldn’t see anything at nighttimes, at least in plain Vanill...
- Fri Nov 08, 2019 6:00 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 61828
Re: Friday Facts #320 - Color correction
I do like the new colors, making the game more vibrant and pleasing to the eye, without loosing the pollution aspect. The bluish glow in the night is magnificant. I wonder how that’s going to interact with the glowing pipes. The only complaint, at least judging from the juxtaposed images, some items...