I don't much like the blueprint book scroll-to-change mechanic.
I'd prefer to right-click a book, left-click a blueprint, and that blueprint immediately become the active one in the book and have the book in my cursor, not the blueprint. I don't want blueprints to constantly get removed like this!
Search found 135 matches
- Wed May 03, 2017 8:40 am
- Forum: Ideas and Suggestions
- Topic: Make blueprints fully 'out-of-world' feature
- Replies: 14
- Views: 5046
- Wed May 03, 2017 8:31 am
- Forum: Ideas and Suggestions
- Topic: Deconstruction chest
- Replies: 9
- Views: 4324
Re: Deconstruction chest
Probably wouldn't be detrimental to the game Except that we go from four types of logistic chests to five . Wouldn't it be simpler just to set logistic requests on yourself or in a requester chest? Bots always pull from storage before passive provider chests. So what if you sometimes get extra stuf...
- Wed May 03, 2017 8:27 am
- Forum: Ideas and Suggestions
- Topic: Make armor batteries not lose their charge when moved
- Replies: 3
- Views: 1276
Re: Make armor batteries not lose their charge when moved
The stacking could be fixed (e.g. average charge automatically like what happens with damage now — did you ever try deconstructing damaged wall sections in 0.14?). I'd like this fix. And then, of course, we need charge stations. For now I'm using this mod, which is great: https://mods.factorio.com/m...
- Wed May 03, 2017 8:22 am
- Forum: Ideas and Suggestions
- Topic: Personal Roboport should NOT consume last inventory item
- Replies: 8
- Views: 3236
Re: Personal Roboport should NOT consume last inventory item
I'd like to just be able to make blueprints for anything, even without having one of the items in my inventory. Then this wouldn't matter.
- Wed May 03, 2017 8:07 am
- Forum: General discussion
- Topic: Testing science- and energyefficiency of chained science lab
- Replies: 74
- Views: 25433
Re: Testing efficiency of chained science labs
That looks very expensive to build and to run, iceman. Unless you're really short on space, using more labs should save quite a bit on power and construction costs I think — I haven't done the maths though.
- Wed Apr 26, 2017 7:58 am
- Forum: General discussion
- Topic: Does Math Ruin this Game?
- Replies: 58
- Views: 25202
Re: Does Math Ruin this Game?
Like Hannu says... in 0.14 I built 14/10 boiler/steam-engine ratios because it's easy to remember and do. But exact solar/accumulator ratio, especially when mods change the day/night lengths and solar output? Nah, I just guess and build extra accumulators or solar if necessary. For input resources l...
- Wed Apr 26, 2017 7:25 am
- Forum: General discussion
- Topic: What can I create using the circuit network (combinators)?
- Replies: 12
- Views: 4564
Re: What can I create using the circuit network (combinators)?
I've started using the circuit network to switch off production of science packs when there few resources in the base (several combinators output a 'Z' on the network if something is low), and also when there are plenty of this type of science pack (I move them into a box as a buffer). You can also ...
- Tue Apr 25, 2017 9:29 pm
- Forum: Mods
- Topic: [MOD 0.15] Will-o'-the-wisps
- Replies: 25
- Views: 10963
Re: [MOD 0.14] Will-o'-the-wisps
Very fun mod, thanks :D I haven't bothered with UV lights myself. There isn't usually a lot of damage, and bots repair it quickly. Best memory is accidentally setting fire to a forest at night, while in a tank with the vehicle turrets mod. Hundreds of yellow wisps hunting me and rockets flying every...
- Sat Mar 25, 2017 5:14 pm
- Forum: News
- Topic: Friday Facts #183 - Aiming for the release date
- Replies: 145
- Views: 69169
Re: Friday Facts #183 - Aiming for the release date
Being able to control trains directly from the "map" view would be a great improvement, removing the main need for the "fat controller" mod. Tweakable resource/difficulty settings: can you add a setting to map generation controlling strength of sunlight (i.e. power from solar pan...
- Fri Jan 13, 2017 12:22 am
- Forum: Ideas and Suggestions
- Topic: Ground based construction, and robots
- Replies: 3
- Views: 1220
Re: Ground based construction, and robots
a few questions: - So if I'd place a blueprint of a building that requires pipes or advanced circuits. The robots would deliver iron plates, copper plates, plastic? - If I place a stack inserter will it start from the fast inserter or from iron and copper plates and plastic? - We'll need 100+ Fast ...
- Thu Jan 12, 2017 8:05 pm
- Forum: Ideas and Suggestions
- Topic: Ground based construction, and robots
- Replies: 3
- Views: 1220
Ground based construction, and robots
Ground Construction This describes several changes which I think would be fairly easy to implement (at least, the first part) while improving gameplay in several ways. Buildings as templates The core changes are: Items in the construction menu are divided into two types: components and templates Co...
- Sat Dec 24, 2016 5:55 pm
- Forum: Ideas and Suggestions
- Topic: Got a nice idea for electric tracks (With examples)
- Replies: 12
- Views: 5563
Re: Got a nice idea for electric tracks (With examples)
it's possible, just not much practical, if you ever played with electric toy trains, you might know the problem :D regardless it's game, so it doesn't matter, and i admit your track looks quite good ;) Yes, if you build something like a turning loop, the "left" rail connects to the "...
- Fri Dec 16, 2016 10:25 pm
- Forum: Ideas and Suggestions
- Topic: Initial power / wreck/crashed ship
- Replies: 9
- Views: 6159
Initial power / wreck/crashed ship
Being able to build a coal-fired power station before getting basic automation feels kind of weird, as does designing a big power plant from the beginning even though you know you're not going to need most of that power for the first 10-30 minutes. Instead, it might be good to have a small initial p...
- Fri Dec 16, 2016 10:03 pm
- Forum: Ideas and Suggestions
- Topic: Vehicle manufacturing buildings (No vehicles in inventory)
- Replies: 7
- Views: 3732
Re: Vehicle manufacturing buildings (No vehicles in inventory)
I like the idea (not sure about exact factories, but I like the idea that trains shouldn't be buildable directly by the player and shouldn't be min-able.
In addition, I would love to see a way to load a car or tank onto a special train wagon for transport.
In addition, I would love to see a way to load a car or tank onto a special train wagon for transport.
- Fri Dec 16, 2016 9:52 pm
- Forum: Ideas and Suggestions
- Topic: Slow construction (bots)
- Replies: 2
- Views: 1637
Slow construction (bots)
One "issue" with construction bots is that they allow ridiculously fast construction (and destruction), e.g. clearing forest in seconds, building large solar plants very rapidly, and deploying electric poles + laser turrets quickly. At the same time there is still incentive to have many co...