Search found 240 matches
- Sat Apr 01, 2017 3:23 pm
- Forum: General discussion
- Topic: Why uranium?
- Replies: 11
- Views: 5708
Re: Why uranium?
Nice to give players options rather than the one correct set of steps to follow and complete the game. Gives the devs more options too, they could re-balance coal and solar so those are less viable for the endgame.
- Wed Mar 29, 2017 11:29 am
- Forum: Ideas and Suggestions
- Topic: Single user account.
- Replies: 2
- Views: 1603
Re: Single user account.
It would be very nice if I could use a single account for everything Factorio. Steam users are the vast majority of users. Was going to make the exact same suggestion, found this. Not even clear on why I need a Barrier to Entry (password) at all. Decrease the security risk (of leaking my password i...
- Wed Mar 29, 2017 10:45 am
- Forum: Implemented Suggestions
- Topic: Change UI paradigm from Toolbelt to Toolbar
- Replies: 37
- Views: 17296
Re: Change UI paradigm from Toolbelt to Toolbar
And it should not be decided due to some feeling or just because some majority is for such a change. :) I'm trying to make the opposite case. My central claims are two: 1) A toolbar paradigm fits the expectations of the large majority and will smooth the new player experience in particular 2) Chang...
- Wed Mar 29, 2017 5:43 am
- Forum: Combinator Creations
- Topic: Combinators: Huh? What are they good for?
- Replies: 11
- Views: 4008
Re: Combinators: Huh? What are they good for?
Andrew, that Cookbook is really great work. I already used it a lot. What I miss is the balanced buffer/cleaner: https://forums.factorio.com/viewtopic.php?f=193&t=23125 Your wording might give the impression that I had something to do with the Cookbook so I should clarify - I was not involved i...
- Wed Mar 29, 2017 12:38 am
- Forum: Mods
- Topic: [MOD 0.13] Smart Display - circuit informations display
- Replies: 63
- Views: 35092
Re: [MOD 0.13] Smart Display - circuit informations display
If you have any other questions or suggestions feel free to share! Fantastic. Here's my list of suggestions: 1) Add blueprint support 2) Update to support 0.15 (when available) 3) Petition forum administrator to update thread title to "[MOD 0.15] Smart Display - circuit information display&quo...
- Tue Mar 28, 2017 4:34 pm
- Forum: Mods
- Topic: [MOD 0.13] Smart Display - circuit informations display
- Replies: 63
- Views: 35092
Re: [MOD 0.13] Smart Display - circuit informations display
This mod is great but doesn't get saved into blueprints. When I blueprint my complex circuit setups I like the displays to come along too. If this thread is dead (and won't be updated for 0.15) can someone suggest an alternate mod which can display numbers like this? Edited based on comments in next...
- Tue Mar 28, 2017 4:26 pm
- Forum: Mods
- Topic: [SAVEFILEMOD 0.16.51+] SL-extended (autodownload/serverside)
- Replies: 50
- Views: 24822
Re: [SAVEFILEMOD 0.14] SL-extended (autodownload/serverside)
Looks like a sweet mod. When I start a new factory with 0.15 I'll be using this.
- Tue Mar 28, 2017 2:23 pm
- Forum: Implemented Suggestions
- Topic: Make Blueprints a base mechanic.
- Replies: 7
- Views: 3373
Re: Make Blueprints a base mechanic.
I'd really like to have the blueprint system available from the beginning of the game Already available in this mod Start with blueprints This would be great in vanilla, I want to lay out my factory in ghost form when I don't have all the objects to finish it so I can see how the parts fit together...
- Mon Mar 27, 2017 2:05 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 501556
Re: a simple roundabout belt question
At some point the belt supplying the research labs becomes saturated with a single colour (in that very case blue) - even I try to balance the roundabout with intermediate boxes as shown - any hint? Here's a hint: do not use merged belts. Merged belts causing trouble? You need to double down and pu...
- Mon Mar 27, 2017 12:45 am
- Forum: Implemented Suggestions
- Topic: Change UI paradigm from Toolbelt to Toolbar
- Replies: 37
- Views: 17296
Re: Change UI paradigm from Toolbelt to Toolbar
On the other hand: - There is not so much game-value added, as thought if you change that. - It works yet more or less well, but it needs still a lot of love. Is a complete change worth it? - It's hard to change the toolbelt now. I would say there is some rewrite of the item-handling needed then. Q...
- Sun Mar 26, 2017 12:00 pm
- Forum: Ideas and Suggestions
- Topic: Defensive water cannon/turret
- Replies: 4
- Views: 2082
Re: Defensive water cannon/turret
Love the idea but would prefer no damage. Have the water as a less than lethal option which calms the biters down (decreases their aggro) and causes them to lose interest and wander off. Then we can live in harmony with nature! Aggro due to combat (either being damaged or seeing nearby biters damage...
- Sun Mar 26, 2017 11:18 am
- Forum: Ideas and Suggestions
- Topic: Locking mouse X/Y coords when placing things
- Replies: 5
- Views: 3766
Re: Locking mouse X/Y coords when placing things
Love this suggestion. Maybe don't LOCK the direction but have an affinity for a particular established direction and allow for some error in mouse position but continue to place belts where expected (continuing line). Here's an example where Amazon did something along these lines for their menus - a...
- Sun Mar 26, 2017 11:08 am
- Forum: Ideas and Suggestions
- Topic: AUTO ghost place
- Replies: 4
- Views: 2580
Re: AUTO ghost place
Was going to create an identical suggestion. Would love to see this. The difference is only shift-click vs click but I want my UI experience super smooth. At the time of this post the Longreach mod had been downloaded 54,333 times. A lot of people find the current reach a problem. When I left click ...
- Sun Mar 26, 2017 10:52 am
- Forum: Implemented Suggestions
- Topic: Change UI paradigm from Toolbelt to Toolbar
- Replies: 37
- Views: 17296
Re: Change UI paradigm from Toolbelt to Toolbar
Similar to: Idea is to replace the toolbar with a set of bookmarks, assigned by middle click, middle clicking with an item in hand, or by dragging from the crafting menu. Advantages Displays total count of items in inventory, not just whatever partial stack is on the toolbar Works even if bots steal...
- Sun Mar 26, 2017 9:40 am
- Forum: Implemented Suggestions
- Topic: Change UI paradigm from Toolbelt to Toolbar
- Replies: 37
- Views: 17296
Change UI paradigm from Toolbelt to Toolbar
In this post I use these definitions: toolbar : In computer interface design, a toolbar is a graphical control element on which on-screen buttons, icons, menus, or other input or output elements are placed. (lifted from wikipedia) toolbelt : Current functionality as present in Factorio 0.15 and belo...
- Sun Mar 26, 2017 8:28 am
- Forum: News
- Topic: Friday Facts #170 - Blueprint library GUI design and redesign
- Replies: 70
- Views: 35177
Re: Friday Facts #170 - Blueprint library GUI design and redesign
I would really like a more temporary blueprint for when I want to cut and paste random factory elements. Basically have the deconstruction planner keep whatever it last deconstructed. 1) Deconstruction planner created, not used yet, blank state. 2) Deconstruct something - that something goes into th...
- Sat Mar 25, 2017 2:03 am
- Forum: Combinator Creations
- Topic: Combinators: Huh? What are they good for?
- Replies: 11
- Views: 4008
Re: Combinators: Huh? What are they good for?
Problem: Trains arrive at small mining outpost and start loading ore. I want my train to leave the mining outpost as soon as the ore from the storage chests has been loaded. My wait until state is "Inventory full" but the small mine doesn't fill the train so it takes ages. Add OR "Ti...
- Fri Mar 24, 2017 3:37 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 501556
Re: Simple Questions and Short Answers
...run the resulting signal to everywhere in the factory, setting the inserters only to be active when the circuit has an appropriate signal. That would work, hadn't thought of that. It would require wiring my entire factory into one power grid (already done) and then wiring the entire thing with c...
- Fri Mar 24, 2017 3:22 pm
- Forum: Combinator Creations
- Topic: Switch off radar when accumulators are decreasing
- Replies: 3
- Views: 3444
Switch off radar when accumulators are decreasing
A power switch can easily be used to switch when accumulators hit a threshold, say 50% but I wanted to only switch the radars off at different thresholds depending on whether the accumulators are increasing/decreasing. Power at 50 and decreasing - switch off Power at 10 and increasing - switch on He...
- Fri Mar 24, 2017 2:33 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 501556
Re: Simple Questions and Short Answers
How do I centrally limit the number of, say green circuits, my factory produces? I have multiple locations where things get made and each one needs to be hooked up to the logistics network and limited independently. If I decide that 1000 circuits in storage isn't enough I have to remember where all ...