Search found 84 matches
- Thu Apr 02, 2020 9:15 am
- Forum: Implemented Suggestions
- Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
- Replies: 72
- Views: 35589
Option for warning signs to be static and not blink
It was always an issue for me, but last time, I got tired after spending a lot of time building my base with many unpowered entities, and I still had things to think, and this time this constant blinking of many things was really bad and interruptive. But I still were playing and trying to think ...
- Thu Apr 02, 2020 8:29 am
- Forum: Ideas and Suggestions
- Topic: Walls should be buildable in strips like rails
- Replies: 2
- Views: 1596
Walls should be buildable in strips like rails
What could be worse than manually building a diagonal walls in early game?.. It's not "hard", it's stupid and monotone, but at the same time it require so much concentration to just not place a wall where it shouldn't be... It's especially unpleasant for a deathworlds where you won't have a quick ...
- Thu Apr 02, 2020 8:05 am
- Forum: Ideas and Suggestions
- Topic: Centralize map zoomed in for a view on clicks
- Replies: 0
- Views: 706
Centralize map zoomed in for a view on clicks
If you click anywhere on the minimap it will just regularly open the map centralized on you. But, I believe it would be really cool if instead it would open the point that you clicked, already zoomed in for a radar view. Similar thing could also be added for a double left click when you have map on ...
- Thu Apr 02, 2020 7:44 am
- Forum: Ideas and Suggestions
- Topic: Pipette tool on damaged entity should select repair pack
- Replies: 4
- Views: 1967
Pipette tool on damaged entity should select repair pack
As for now, at least for me, I don't have a Repair Pack in first slots of a "shortcut bar", so I'm manually selecting it with a mouse from far away slots. And Idk why, but I also always, intuitively using pipette tool on damaged entity, thinking that it will choose the repair pack, but it's just ...
- Thu Apr 02, 2020 7:18 am
- Forum: Ideas and Suggestions
- Topic: "Open folder" button inside menus
- Replies: 3
- Views: 1730
"Open folder" button inside menus
I believe it would be nice feature if you would be able to open save's folder inside Save and Load menus, and mods folder inside Mods menu.
It would be an easy way to locate Factorio folders or just quickly open them when you want to do some things like hiding old saves into old saves folder, or ...
It would be an easy way to locate Factorio folders or just quickly open them when you want to do some things like hiding old saves into old saves folder, or ...
- Thu Apr 02, 2020 7:02 am
- Forum: Ideas and Suggestions
- Topic: [UPD] Rail planner is practically broken around your base
- Replies: 3
- Views: 2428
[UPD] Rail planner is practically broken around your base
This was a thread suggestion before, but now I believe this is actually a big gameplay issue that just practically breaks your ability to use Rail Planner around your base...
I think that planner should allow you to plan rails over your entities like it's doing with cliffs. As for now, planner ...
I think that planner should allow you to plan rails over your entities like it's doing with cliffs. As for now, planner ...
- Sun Feb 16, 2020 5:29 pm
- Forum: Ideas and Suggestions
- Topic: Cliff explosives should undo placed landfill destroy ores
- Replies: 14
- Views: 8807
Re: Cliff explosives should undo placed landfill destroy ores
This would get more people unhappy (about lost resources) than happy (that you can get rid of ore patch).
If you dislike resource patches you may fairly easy to mine them out.
The lost of resources in for the most things kinda ok, if there will be situation where cliff is over ore patch ...
- Sun Feb 16, 2020 2:58 pm
- Forum: Ideas and Suggestions
- Topic: Cliff explosives should undo placed landfill destroy ores
- Replies: 14
- Views: 8807
Re: Cliff explosives should undo placed landfill destroy ores
This would get more people unhappy (about lost resources) than happy (that you can get rid of ore patch).
If you dislike resource patches you may fairly easy to mine them out.
The lost of resources in for the most things kinda ok, if there will be situation where cliff is over ore patch, but ...
- Sun Feb 16, 2020 2:49 pm
- Forum: Ideas and Suggestions
- Topic: Cliff explosives should undo placed landfill destroy ores
- Replies: 14
- Views: 8807
Re: Cliff explosives should undo placed landfill destroy ores
Removing land in general is an incredibly powerful defencive tool.
Removing landfill, thus land which has been player-placed, falls in the same category, even when it is not as dramatic. Still it opens easy-peasy defence build-up around a lake: build a street to the other side, build poles ...
- Sun Feb 16, 2020 5:24 am
- Forum: Ideas and Suggestions
- Topic: Cliff explosives should undo placed landfill destroy ores
- Replies: 14
- Views: 8807
- Sun Feb 16, 2020 4:45 am
- Forum: General discussion
- Topic: Is new inventory and logistics GUI soon?..
- Replies: 1
- Views: 1377
Is new inventory and logistics GUI soon?..
Yo! I'm waiting for this feature since FFF#289: (https://factorio.com/blog/post/fff-289)
https://cdn.factorio.com/assets/img/blog/fff-289-logistics-tab.png
I played 0.17, and launched a rocket with a few achievements, and decided that 0.18 will be my first "megabase" base for me, but after at ...
https://cdn.factorio.com/assets/img/blog/fff-289-logistics-tab.png
I played 0.17, and launched a rocket with a few achievements, and decided that 0.18 will be my first "megabase" base for me, but after at ...
- Sun Oct 27, 2019 11:06 am
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 225856
Re: [0.15.x] Fluid mechanics
Yay, they were archived:
https://web.archive.org/web/20171227174 ... 18&t=19851
https://web.archive.org/web/20171227174 ... 18&t=19851
- Sun Oct 27, 2019 10:38 am
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 225856
Re: [0.15.x] Fluid mechanics
Can someone restore pictures?.. 
- Fri Oct 25, 2019 1:51 am
- Forum: Ideas and Suggestions
- Topic: Cliff explosives should undo placed landfill destroy ores
- Replies: 14
- Views: 8807
Re: From cliff explosives to removing ores and removing placed landfill
Upd from new year)): you can also make that it's removing placed landfill. Vanilla Factorio really lack this feature to at least correct your mistakes with placed landfill.
It's also would make single-purposed item much more interesting.
It's also would make single-purposed item much more interesting.
- Mon Sep 03, 2018 10:16 am
- Forum: Ideas and Suggestions
- Topic: Cliff explosives should undo placed landfill destroy ores
- Replies: 14
- Views: 8807
Cliff explosives should undo placed landfill destroy ores
TL;DR
Change cliff explosion to something like a Terrain Explosion that will also destroy ore patches , remove dead corpses and spawners... and great potential use in future.
What ?
TL;DR probably is very self explainable... But if you wander:
- Somethimes you just need to destroy that little ...
Change cliff explosion to something like a Terrain Explosion that will also destroy ore patches , remove dead corpses and spawners... and great potential use in future.
What ?
TL;DR probably is very self explainable... But if you wander:
- Somethimes you just need to destroy that little ...
- Fri Jun 22, 2018 12:36 pm
- Forum: News
- Topic: Friday Facts #248 - Not Saturday Facts
- Replies: 71
- Views: 44865
Re: Friday Facts #248 - Not Saturday Facts
Those jellydicks are so sweet even to look at
... I even want to find a mold like that(and for big gummy pie too) :3
... I even want to find a mold like that(and for big gummy pie too) :3
- Thu Aug 31, 2017 6:13 pm
- Forum: Ideas and Suggestions
- Topic: Trains should be smarter with blue chain signal
- Replies: 3
- Views: 2126
Re: Trains should be smarter with blue chain signal
While I agree about recalculating the path and taking alternate paths I don't think your example makes much sense. Your path 1 is shorter than all the others and has less signals on it. All the other paths need to cross the same signal that is blocking progress too. What you have build here is a ...
- Thu Aug 31, 2017 7:46 am
- Forum: Ideas and Suggestions
- Topic: Trains should be smarter with blue chain signal
- Replies: 3
- Views: 2126
Trains should be smarter with blue chain signal
TL;DR
When trains facing chain signal at the blue state they should recalculate their way, using the path with lesser distance from chain signal where the train is to signal/chain signal on the ways.
What ?
At now trains wont recalculate their way facing blue chain signal even if there is a ...
When trains facing chain signal at the blue state they should recalculate their way, using the path with lesser distance from chain signal where the train is to signal/chain signal on the ways.
What ?
At now trains wont recalculate their way facing blue chain signal even if there is a ...
- Wed Aug 30, 2017 11:00 pm
- Forum: Gameplay Help
- Topic: Problems with signals
- Replies: 8
- Views: 3546
Re: Problems with signals
Upd: isnt that's a bug? I checked old version of factorio, and this feature working there!
https://youtu.be/m-6tola979g
https://youtu.be/m-6tola979g
- Wed Aug 30, 2017 10:44 pm
- Forum: Gameplay Help
- Topic: Problems with signals
- Replies: 8
- Views: 3546
Re: Problems with signals
As you can see trains are are not waiting until the shortest way is empty, they are stacking on this stacker waiting till the station/path will be free.
See here: https://forums.factorio.com/viewtopic.php?f=23&t=24232
Train found his path after I remove a red chain signal, but its because its ...