Search found 442 matches
- Thu Mar 18, 2021 9:53 am
- Forum: Questions, reviews and ratings
- Topic: Street Lamps
- Replies: 6
- Views: 2308
- Tue Mar 16, 2021 11:09 am
- Forum: General discussion
- Topic: Why pathfinding is so bad?
- Replies: 17
- Views: 5913
Re: Why pathfinding is so bad?
I'm speaking specifically about the notion of using biter pathfinding for things that are not biters.
- Tue Mar 16, 2021 9:53 am
- Forum: General discussion
- Topic: Why pathfinding is so bad?
- Replies: 17
- Views: 5913
Re: Why pathfinding is so bad?
So really you're asking why a tool that wasn't designed to be used a certain way doesn't work when used that way?
- Tue Mar 16, 2021 9:14 am
- Forum: Gameplay Help
- Topic: Intriguing red dot
- Replies: 11
- Views: 3423
Re: Intriguing red dot
Usually in my games a small isolated red dot like that means I marked something for bot deconstruction and forgot about it.
- Mon Mar 15, 2021 12:33 pm
- Forum: Ideas and Suggestions
- Topic: Enable achievement popups during cutscenes
- Replies: 4
- Views: 1637
Re: Enable achievement popups during cutscenes
How does this happen? What cutscenes are there, once the game is started?
- Mon Mar 08, 2021 2:57 pm
- Forum: Off topic
- Topic: Games Like Factorio
- Replies: 213
- Views: 414704
Re: Games Like Factorio
I'd like to play Rim world. Is it difficult? It has a "peaceful" mode where you don't get raided. There are still a few minor threats (e.g. the occasional angry animal attack), but nothing that can't easily be dealt with, especially if you're playing in the default mode (three colonists s...
- Fri Mar 05, 2021 8:07 am
- Forum: Ideas and Suggestions
- Topic: Train horn - warn the user about bumping
- Replies: 14
- Views: 3503
Re: Train horn - warn the user about bumping
This one doesn't make sounds, apparently, but it says it shows warning lights where a train is about to show up. https://mods.factorio.com/mod/theTrolleyProblem There's also this one, that lets you set train speed limits: https://mods.factorio.com/mod/TrainSpeedLimit_018_Port Oh, and finally, here's...
- Thu Mar 04, 2021 9:18 am
- Forum: Ideas and Suggestions
- Topic: Personal and/or locker chests
- Replies: 7
- Views: 2392
Re: Personal and/or locker chests
In principle this is an interesting idea, but clearly you've already anticipated the problems it would create, in terms of a player creating a personal chest that gets in the way and no one else being able to remove it or interact with it. But if another player can destroy or otherwise interact with...
- Tue Mar 02, 2021 7:48 pm
- Forum: Implemented Suggestions
- Topic: Make the corpse smaller and more ground-colored
- Replies: 15
- Views: 3895
Re: Make the corpse smaller and more ground-colored
Wait, but, now just hear me out... What if, when you die, in addition to your actual corpse, you also spawn around ten or so decoy corpses at various randomized points nearby? Y'know, just to make it a bit more of a challenge. And what happens if you go to collect your corpse and accidentally select...
- Tue Mar 02, 2021 2:48 pm
- Forum: Implemented Suggestions
- Topic: Make the corpse smaller and more ground-colored
- Replies: 15
- Views: 3895
Re: Make the corpse smaller and more ground-colored
A key item...of course! The key item should be a key! The key to the factory! When you die, the whole factory shuts down, and you have to get the key from your corpse to start it back up! It's genius!
- Tue Mar 02, 2021 12:04 pm
- Forum: Translations
- Topic: german misspelled word
- Replies: 5
- Views: 3165
- Tue Mar 02, 2021 12:03 pm
- Forum: Implemented Suggestions
- Topic: Make the corpse smaller and more ground-colored
- Replies: 15
- Views: 3895
Re: Make the corpse smaller and more ground-colored
Sweet suggestion. Maybe the solution could be a combination of making the corpse smaller, like say 1 pixel square, and requiring a very expensive piece of equipment to find it. Perhaps a pair of corpse-finder goggles, whose ingredients are 100 satellites. Per lens. And maybe make the corpse only vis...
- Tue Mar 02, 2021 10:20 am
- Forum: Ideas and Suggestions
- Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
- Replies: 51
- Views: 10389
Re: Ctrl-click should remove item from last to first order
When the player grabs out of a chest, it takes from the upper left first.
When an inserter grabs out of a chest, it takes from the lower right first.
I would assume this inconsistency is intentional. It would be interesting to hear from a developer what the rationale is.
When an inserter grabs out of a chest, it takes from the lower right first.
I would assume this inconsistency is intentional. It would be interesting to hear from a developer what the rationale is.
- Sun Feb 28, 2021 8:48 am
- Forum: Gameplay Help
- Topic: Blueprint flipping not working at all
- Replies: 8
- Views: 2947
Re: Blueprint flipping not working at all
So, it works if you're PLACING it but NOT if you're EDITING it? I'm really trying to resist throwing my PC through the wall... And, you're right it DOES work that way. I am EXTREMELY angry that I couldn't find ANY reference to how this is supposed to actually WORK or how to USE it. I REALLY miss th...
- Fri Feb 26, 2021 5:01 pm
- Forum: Ideas and Suggestions
- Topic: Constructions robots get "lost" in unpowered roboports
- Replies: 24
- Views: 6104
Re: Constructions robots get "lost" in unpowered roboports
This issue basically only occurs when someone lays down enormous blueprints that include roboports and things don't happen to build in the right order.
It seems like a case of "Doctor, it hurts when I do this."
It seems like a case of "Doctor, it hurts when I do this."
- Thu Feb 25, 2021 4:04 pm
- Forum: Ideas and Suggestions
- Topic: Constructions robots get "lost" in unpowered roboports
- Replies: 24
- Views: 6104
Re: Constructions robots get "lost" in unpowered roboports
Perhaps relevant from a different angle, Why do roboports start with power? If I recall correctly, it's just a convenience factor when you're laying out a bunch of them. An unpowered roboport doesn't show a connection to powered roboports. When you're trying to lay them out so they connect, this al...
- Thu Feb 25, 2021 7:39 am
- Forum: Ideas and Suggestions
- Topic: Smarter Armor Behavior on Quickbar / Swapping armors / Manage item spilling when swapping armor
- Replies: 11
- Views: 3988
Re: Smarter Armor Behavior on Quickbar
That happens also when you have different power armor, a bigger is exchanged with a smaller. True, but then it's your own fault for switching armor sizes. The inventory-spilling problem occurs when you're switching the same size armor, but inadvertently perform the wrong series of keys or clicks an...
- Mon Feb 22, 2021 7:58 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 163400
Re: Friday Facts #365 - Future plans
One thing I am wondering about is if all versions of Factorio will be kept accessible. I personally play my favourite and most time spent factory on 1.0, a newer Factory and an island map on 1.1 and have a few smaller projects on 17 and 18 versions of the game. Including a Krastorio legacy map on 1...
- Mon Feb 15, 2021 7:04 am
- Forum: Ideas and Suggestions
- Topic: Don't add undergrounds when click-dragging belts across structures marked for deconstruction
- Replies: 11
- Views: 2600
Re: Don't add undergrounds when click-dragging belts across structures marked for deconstruction
The simplest solution that is clearly better than the status quo is: do everything the same except don't place the undergrounds. As it is, I have to remove undergrounds and fill some gaps in the belts to get the outcome I originally wanted. This way, I only fill some gaps in the belts. The simplest...
- Fri Feb 12, 2021 7:19 am
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 163400
Re: Friday Facts #365 - Future plans
On my machine, excluding mods and saves, the Factorio 1.1 folder is less than 2 GB.
I think your fears are unfounded.