Search found 213 matches
- Fri Dec 11, 2020 7:13 pm
- Forum: Ideas and Suggestions
- Topic: Create module request when placing ghost over existing building
- Replies: 21
- Views: 5672
Re: [1.1.5] Placing ghost over existing building does not place modules
This is a convenience I would really appreciate.
- Tue Dec 08, 2020 3:06 am
- Forum: Ideas and Suggestions
- Topic: Map tag dialog: Enable old features additionally to new ones
- Replies: 10
- Views: 3447
Re: Map tag dialog: Enable old features additionally to new ones
I agree with everything that has been said above! I am disappointed that the devs removed the quick right-click to put down a map tag. I use it often when biters damage my turrets so I can go back & repair them later when I have time. There is a simplicity in being able to generate a message on ...
- Sat Dec 05, 2020 6:53 am
- Forum: Ideas and Suggestions
- Topic: Show train count in the Trains GUI
- Replies: 3
- Views: 1088
Show train count in the Trains GUI
Summary In the top of the Trains GUI, show the player the number of trains they have. Example: “There are 12 trains.” What? This picture is an edited screenshot of the game that shows what I mean: Factorio_train_count_suggestion.png Why? Sometimes a player wants to quickly figure out how many train...
- Tue Nov 24, 2020 3:05 am
- Forum: Ideas and Suggestions
- Topic: Show acceptable ammo on ammo slot just like fuel slot
- Replies: 7
- Views: 2895
Re: Show acceptable ammo on ammo slot just like fuel slot
This is a good idea. Armor & equipment grids already show which items are compatible; it would be nice if ammo did the same.
- Wed Oct 07, 2020 9:59 pm
- Forum: Ideas and Suggestions
- Topic: Electric Discharge Defense trigger on melee damage
- Replies: 7
- Views: 4014
Re: Electric Discharge Defense trigger on melee damage
As far as new player experience goes, a new player won't really understand in what situations the Discharge Defense would be useful. (i.e. I've never seen a reason to use it in all my time playing this game. Even now, I wonder what it's supposed to be used for.) Why take time to put away grenades an...
- Wed Aug 12, 2020 8:26 pm
- Forum: Ideas and Suggestions
- Topic: Feature Request - View your own character exact HP numbers
- Replies: 3
- Views: 1636
Re: Feature Request - View your own character exact HP numbers
Yes, this would be a great feature!
I think the Character tab is the best place for it to be visible.
It would be interesting to know what my maximum health is in relation to the biters' maximum health.
I think the Character tab is the best place for it to be visible.
It would be interesting to know what my maximum health is in relation to the biters' maximum health.
- Fri Jul 31, 2020 2:26 pm
- Forum: News
- Topic: Friday Facts #358 - Alien decoratives & Polluted water
- Replies: 71
- Views: 33317
Re: Friday Facts #358 - Alien decoratives & Polluted water
I'm super excited that the green water is finally getting some use, and that pollution now has a more visible impact!
However, I too feel that that shade of green isn't quite right. This is a game in which you destroy the environment! The polluted water isn't ugly enough.
However, I too feel that that shade of green isn't quite right. This is a game in which you destroy the environment! The polluted water isn't ugly enough.
- Tue Jul 21, 2020 5:24 pm
- Forum: Gameplay Help
- Topic: Burner inserters and assembly machine jam
- Replies: 12
- Views: 3095
Re: Burner inserters and assembly machine jam
I have had the same issue once or twice. My best guess for why the inserters endup with coal with nowhere to place is that when the assembler starts running short of fuel both the top and bottom inserters pickup coal to feed it. One 'wins' and feeds the assembler coal, whilst the other gets stuck wi...
- Sat Jun 27, 2020 1:54 pm
- Forum: Modding interface requests
- Topic: Disable "Logistic connection" for belt prototype
- Replies: 8
- Views: 2758
Re: Disable "Logistic connection" for belt prototype
I just saw this and realized this is what I need.
I would like to specify in the entity prototype of any entity I want that it CANNOT connect to the logistic network...
But it seems the API doesn't yet support this feature.
Can we have it, please?
I would like to specify in the entity prototype of any entity I want that it CANNOT connect to the logistic network...
But it seems the API doesn't yet support this feature.
Can we have it, please?
- Tue Jun 16, 2020 6:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.18.32] Modded: Inconsistent Entity Details Sidebar with Base Productivity
- Replies: 1
- Views: 2737
[Rseding91] [0.18.32] Modded: Inconsistent Entity Details Sidebar with Base Productivity
Summary The productivity bonus shown in the entity details sidebar is inconsistent between placed entities, entity ghosts, & entities in hand that the player is about to place. This inconsistency becomes most obvious when using an entity that has both a productivity bonus from technologies &...
- Wed Jun 10, 2020 11:47 pm
- Forum: Fan Art
- Topic: Lego Recreations
- Replies: 11
- Views: 11669
Re: Lego Recreations
Instead of making those LEGO creations by hand, you should build a machine that will automatically assemble the pieces for you...
These are beautiful.
These are beautiful.
- Wed Jun 10, 2020 8:28 pm
- Forum: Ideas and Suggestions
- Topic: New Achievement Ideas
- Replies: 120
- Views: 32842
Re: New Achievement Ideas
There aren't nearly enough. There needs to be at least 200. There should also be super achievements, that are obtained by completing several other achievements. I respectfully disagree. The more achievements a game has, the less meaning each individual achievement carries. Earning 1 achievement in ...
- Tue Jun 09, 2020 6:48 pm
- Forum: Mods
- Topic: [MOD 1.1] LongerBurnerPhase
- Replies: 7
- Views: 4851
Re: [MOD 0.17] LongerBurnerPhase
SmileyMan72: I was finally able to fix the bug. (At least, I think I fixed it. Let me know if you have any more problems.)
My next plan is to update the mod for the 0.18.x experimental version.
My next plan is to update the mod for the 0.18.x experimental version.
- Wed Apr 08, 2020 1:35 pm
- Forum: Balancing
- Topic: Efficiency Module Scaling
- Replies: 45
- Views: 19986
Re: Efficiency Module Scaling
Sorry, I meant that the bonus from one Efficiency Module 3 is -50%, while the bonus from an Efficiency Module 1 is -30%. The bonus from two Efficiency Module 1s is then -60%, which is better than the bonus from one Efficiency Module 3. Therefore, the bonus from one Efficiency Module 3 is worse than ...
- Tue Apr 07, 2020 11:31 pm
- Forum: Balancing
- Topic: Efficiency Module Scaling
- Replies: 45
- Views: 19986
Re: Efficiency Module Scaling
Anyone else find it weird that Efficiency Module 3s require 20 Efficiency Module 1s to craft, yet 1 Efficiency Module 3 is worse than 2 Efficiency Module 1s? I just think that given how expensive it is to craft higher tiers, there should be a slightly bigger bonus for the higher tiers. I get that th...
- Sat Nov 30, 2019 1:33 am
- Forum: News
- Topic: Friday Facts #323 - Animated water
- Replies: 54
- Views: 24358
Re: Friday Facts #323 - Animated water
I love the animated water!
And it doesn't distract the player--amazing!
One question: is the water safe to drink?
And it doesn't distract the player--amazing!
One question: is the water safe to drink?
- Sat Aug 24, 2019 1:21 am
- Forum: Mods
- Topic: [MOD 1.1] LongerBurnerPhase
- Replies: 7
- Views: 4851
Re: [MOD 0.17] LongerBurnerPhase
Thank you for letting me know of this bug.
I'll fix it as soon as I can, but unfortunately that will be a long time from now.
I'll fix it as soon as I can, but unfortunately that will be a long time from now.
- Sat Jul 27, 2019 3:06 pm
- Forum: Implemented in 2.0
- Topic: Options for Tree & Rock Generation
- Replies: 22
- Views: 5149
Re: Options for Tree & Rock Generation
Trees and rocks are not decorative though, they are technically a resource. They have types "tree" and "simple-entity", but not resource. They are resources, since the player can mine them to obtain wood and stone (and sometimes coal from the huge rocks). Trees also absorb pollu...
- Wed Jul 24, 2019 10:27 pm
- Forum: Ideas and Suggestions
- Topic: Stack size modifier in the game
- Replies: 3
- Views: 1138
Re: Stack size modifier in the game
How will larger stack sizes benefit the gameplay?
- Wed Jul 03, 2019 6:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.53] Modded: Incorrect Pollution Tooltip for Inserters
- Replies: 3
- Views: 3447
[0.17.53] Modded: Incorrect Pollution Tooltip for Inserters
What did you do? I created a mod that made burner inserters produce pollution. What happened? When I run the game, the tooltip says that burner inserters produce pollution: Factorio_bug_infopanel.jpg However, the inserter does not really produce any pollution at all. This is evident by looking at t...