Search found 167 matches
- Thu Oct 20, 2016 5:51 pm
- Forum: Implemented Suggestions
- Topic: When creating a new blueprint, the rotation should be reset
- Replies: 3
- Views: 1325
When creating a new blueprint, the rotation should be reset
- 'cause it's very likely that you will next use this blueprint, and with the same orientation of the origin.
- Thu Oct 20, 2016 4:12 pm
- Forum: Ideas and Suggestions
- Topic: Farming
- Replies: 11
- Views: 6096
Re: Farming
I'd still favour this concept - you should also need food to survive the whole time, and reducing pollution should be another goal. Medkits instead of the fish and a less instant health regeneration would be more realistic too. But I understand that the team doesn't want now to build factorio from t...
- Thu Oct 20, 2016 4:03 pm
- Forum: Ideas and Suggestions
- Topic: Just one chest for the logistic network...
- Replies: 6
- Views: 2108
Re: Just one chest for the logistic network...
It makes the overview much uglier and the game not better. How should it make the overview uglier ??? You've got/see ONE chest instead of four in the inventory/recipe list and you can't accidently craft the wrong type. In the landscape, a requester chest would still be blue, 'cause it's still the s...
- Thu Oct 20, 2016 3:50 pm
- Forum: Ideas and Suggestions
- Topic: Train wait times...
- Replies: 14
- Views: 4746
Re: Train wait times...
Seems as if you don't play factorio 0.13 ? O.oDeadly-Bagel wrote:For that I usually have circuit wait conditions so that the train leaves when the buffer chests are empty.
Likewise when my unloading buffer chests are not empty I have my oil train hang at the station, no point in it running around while it's full.
- Thu Oct 20, 2016 3:47 pm
- Forum: Ideas and Suggestions
- Topic: Filter inserters should balance...
- Replies: 2
- Views: 930
Re: Filter inserters should balance...
The point(e) is, that you don't have a very satisfying solution for trains, in principle it's just better to use robots for everything and globally - and transportation belts instead of trains. Of course you're using normally extra chests resp. inserters. But this decreases the loading speed. The di...
- Thu Oct 20, 2016 3:28 pm
- Forum: Ideas and Suggestions
- Topic: Confirm dialog on close in windowed mode
- Replies: 38
- Views: 18899
Re: Confirm dialog on close in windowed mode
Should be implemented. It doesn't disturb modders either. They are more tortured by loading the game when they are starting and quitting factorio again and again.
- Wed Oct 19, 2016 8:17 pm
- Forum: Ideas and Suggestions
- Topic: Train wait times...
- Replies: 14
- Views: 4746
Train wait times...
should be also 1 and 2 seconds, especially for the "time of inactivity".
- Wed Oct 19, 2016 8:12 pm
- Forum: Ideas and Suggestions
- Topic: Filter inserters should balance...
- Replies: 2
- Views: 930
Filter inserters should balance...
At least when dealing with a cargo wagon, filter inserters should take the item of their filter list, that has the lowest count in the destination container, so that they are balancing loading and unloading. There is no way yet to load/unload with maximum speed that won't end up in clogging every ch...
- Wed Oct 19, 2016 7:55 pm
- Forum: Ideas and Suggestions
- Topic: Just one chest for the logistic network...
- Replies: 6
- Views: 2108
Just one chest for the logistic network...
Instead of the provider chests, storage chest and requester chest, there should be only one item: "logistic chest" for instance. When interacting, you should be able to change/choose its operation mode. Default might be passive provider chest. Internally you still may use the old entities,...
- Wed Oct 19, 2016 7:23 pm
- Forum: Ideas and Suggestions
- Topic: Biter Strongholds
- Replies: 4
- Views: 2039
Re: Biter Strongholds
- No workers. This would require an additional AI - that would be useless. "Walls" could emerge in some distance of the strongholds - at the edge of the mentioned slime (which could be also just a logical(invisible) tile, but it is very handy to get the wall just around a base and not stup...
- Wed Oct 19, 2016 7:05 pm
- Forum: Implemented Suggestions
- Topic: [0.14.14] Add 'close' button in reseach map
- Replies: 9
- Views: 3731
Re: [0.14.14] Add 'close' button in reseach map
Maybe you can make the output window in windowed mode without "decorations"... (this could just be done from the application itself) Normally fullscreen mode is much better - higher graphic performance mainly. The only reason to use the windowed mode are issues like program crashes just oc...
- Wed Oct 19, 2016 6:55 pm
- Forum: Ideas and Suggestions
- Topic: Smarter auto-trash
- Replies: 8
- Views: 3596
Re: Smarter auto-trash
The right behaviour would be that if you increase your requests over the trash limit, the trash limit should be automatically increased to the same value, if set. If you set the trash limit below your request amount, the request amount should be set to the same value resp. removed if 0.
- Mon Oct 17, 2016 12:30 am
- Forum: Ideas and Suggestions
- Topic: More flexible API / using flags
- Replies: 6
- Views: 1749
Re: More flexible API / using flags
the entity concept should be changed to a flag-based system - and all entity-types should have prototypes. I.e. you should be able to easily add e.g. electricity consumption to any new or existing entity without writing an OnTick() subroutine. Flags are something like: consumesElectricity, hasInput...
- Sun Oct 16, 2016 2:30 pm
- Forum: Ideas and Suggestions
- Topic: New types of trains
- Replies: 5
- Views: 2536
Re: New types of trains
Steam locomotives require much water... But I'm not very favouring this... Better would be tank wagons and bulk cargo wagons with special, fast loading/unloading buildings. - The one might be used to fuel locomotives with light oil... Perhaps a new goal of factorio might become further to switch to...
- Sun Oct 16, 2016 2:26 pm
- Forum: Ideas and Suggestions
- Topic: Biter Strongholds
- Replies: 4
- Views: 2039
Re: Biter Strongholds
Like it. Could be done with evoluting spawners; higher evolved spawners get a turtle shell... There might grow spikes acting like walls and slowly spreading slime creating a kind of "alien concrete"... A trigger could simply be copper ore or crude oil deposits - those are poisonous in real...
- Sun Oct 16, 2016 2:12 pm
- Forum: Ideas and Suggestions
- Topic: More flexible API / using flags
- Replies: 6
- Views: 1749
Re: More flexible API / using flags
Going in a similar direction... But all to do would be "just" to exchange everywhere e.g. "if (type="electric-pole")" with "if (distributesElectricity())". Never underestimate such changes of course.Adil wrote:Would be nice. Would require ground up rewrite.
- Sun Oct 16, 2016 11:48 am
- Forum: Ideas and Suggestions
- Topic: More flexible API / using flags
- Replies: 6
- Views: 1749
More flexible API / using flags
the entity concept should be changed to a flag-based system - and all entity-types should have prototypes. I.e. you should be able to easily add e.g. electricity consumption to any new or existing entity without writing an OnTick() subroutine. Flags are something like: consumesElectricity, hasInputI...
- Sat Oct 15, 2016 12:07 am
- Forum: Ideas and Suggestions
- Topic: Human blueprinting
- Replies: 4
- Views: 1646
Re: Human blueprinting
Well, robots are a bit OP, but it's rather useful if you could make "rebuilding" and "copying" this way a bit easier. 'course it would be also fine to mark trees to chop and get close for, instead of chopping them nearly by hand.
- Fri Oct 14, 2016 4:26 pm
- Forum: Implemented Suggestions
- Topic: Small research queue
- Replies: 7
- Views: 3088
Small research queue
Researches should be a bit queueable, i.e. you should be able to demand at least the next research after the current - no need to queue more than 4 technologies though. Would be also nice if you automatically queue the required technologies first for that you put on the list like when crafting...
- Fri Oct 14, 2016 4:20 pm
- Forum: Ideas and Suggestions
- Topic: Human blueprinting
- Replies: 4
- Views: 1646
Human blueprinting
The player should place buildings like construction robots if in range and available. Mainly to use the blueprint's mechanic before you've got mobile roboports and so on. Blueprinting shouldn't be researched though.