This gets off topic, but I think this is useful discussion.
Long and complicated stuff will have a lower chance to be looked over.
SerhiSS proposed a "simple" thing
True, but it’s now in the middle of the discussion. Which has been downvoted in the beginning. It would be better to move it ...
Search found 12798 matches
- Fri Oct 14, 2022 5:08 am
- Forum: Ideas and Suggestions
- Topic: Canceling crafting when inventory is full spills items
- Replies: 33
- Views: 13248
- Fri Oct 14, 2022 4:43 am
- Forum: Ideas and Suggestions
- Topic: Output number of alternative viable train stops with same name to the circuit network
- Replies: 3
- Views: 1879
Re: Output number of alternative viable train stops with same name to the circuit network
Sharing this information over all the base could be simple, if we had wireless radio network connection.
See
https://forums.factorio.com/viewtopic.php?f=6&t=12652 Connection of circuit network over distances.
And there are some mods
https://mods.factorio.com/mod/shortwave_fix
https://mods ...
See
https://forums.factorio.com/viewtopic.php?f=6&t=12652 Connection of circuit network over distances.
And there are some mods
https://mods.factorio.com/mod/shortwave_fix
https://mods ...
- Fri Oct 14, 2022 4:23 am
- Forum: Implemented Suggestions
- Topic: Please bring back the "open locomotive button"
- Replies: 7
- Views: 3756
Re: Please bring back the "open locomotive button"
merge with similar suggestion
Note: this is implemented. Or I did misunderstand the suggestion. :)
It seems this feature needs a lot more work, so that it could be seen by everybody. And what a stupid idea to put the most interesting buttons on top of the window as very small icons. Nothing ...
Note: this is implemented. Or I did misunderstand the suggestion. :)
It seems this feature needs a lot more work, so that it could be seen by everybody. And what a stupid idea to put the most interesting buttons on top of the window as very small icons. Nothing ...
- Fri Oct 14, 2022 3:50 am
- Forum: Ideas and Suggestions
- Topic: Don't connect to deconstructed power / No auto connect wires when deconstruccting
- Replies: 10
- Views: 3521
Re: no auto connect wires when deconstructing
merged with more or less quite similar suggestion
Imagine removing a pole with a bot at a distant outpost and not seeing that you just cut out half of that outpost, including a radar.
That can be avoided with this suggestion:
https://forums.factorio.com/viewtopic.php?f=6&t=89065 Control ...
Imagine removing a pole with a bot at a distant outpost and not seeing that you just cut out half of that outpost, including a radar.
That can be avoided with this suggestion:
https://forums.factorio.com/viewtopic.php?f=6&t=89065 Control ...
- Wed Oct 12, 2022 6:33 am
- Forum: Ideas and Suggestions
- Topic: Multiple items to one quickslot
- Replies: 4
- Views: 2398
Re: Multiple items to one quickslot
I reread this and I think this is a really cool suggestion. Because it points to the power of “for what could be quick replacement items also useful”. And quick replacement into the quickslots are something that jumps into the face.
And it feels there are more ideas into that direction.
And it feels there are more ideas into that direction.
- Wed Oct 12, 2022 5:59 am
- Forum: Ideas and Suggestions
- Topic: Add item to define train pathfinding penalty for a railway / Set rail signal penalty from circuit network
- Replies: 12
- Views: 8504
Re: Add item to define train pathfinding penalty for a railway / Set rail signal penalty from circuit network
merged with older thread
You can do this currently by adding stations and switches to force some kind of path through (unused, only there for adding penalty) stations.
See also
https://forums.factorio.com/viewtopic.php?f=80&t=21899 Control Train Pathfinder (Passthru stations, Add Penalty ...
You can do this currently by adding stations and switches to force some kind of path through (unused, only there for adding penalty) stations.
See also
https://forums.factorio.com/viewtopic.php?f=80&t=21899 Control Train Pathfinder (Passthru stations, Add Penalty ...
- Tue Oct 11, 2022 6:00 am
- Forum: Ideas and Suggestions
- Topic: Change fuel inventories to what cargo wagons use
- Replies: 4
- Views: 2155
Re: Change fuel inventories to what cargo wagons use
See also this discussion
viewtopic.php?f=6&t=57518 Allow Inserters to take fuel from trains again
I see this as counter suggestion.
viewtopic.php?f=6&t=57518 Allow Inserters to take fuel from trains again
I see this as counter suggestion.
- Tue Oct 11, 2022 5:54 am
- Forum: Implemented Suggestions
- Topic: Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train)
- Replies: 58
- Views: 32614
Re: Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train)
I have merged this thread. Look for the headings to read it in context!
There is a mod
https://mods.factorio.com/mod/disable_a ... _artillery
See viewtopic.php?p=575239#p575239
There are similar subjects:
viewtopic.php?p=480653#p480653
There is a mod
https://mods.factorio.com/mod/disable_a ... _artillery
See viewtopic.php?p=575239#p575239
There are similar subjects:
viewtopic.php?p=480653#p480653
- Tue Oct 11, 2022 5:23 am
- Forum: Ideas and Suggestions
- Topic: Spidertron click-drag move hacknslash style
- Replies: 2
- Views: 1351
Re: Spidertron click-drag move hacknslash style
There is a mod which implements move to mouse click (I call it Diablo movement). Not the same as suggested but similar and could surely changed.
https://mods.factorio.com/mod/move-with-mouse-updated
https://mods.factorio.com/mod/move-with-mouse-updated
- Mon Oct 10, 2022 6:45 am
- Forum: Ideas and Suggestions
- Topic: Canceling crafting when inventory is full spills items
- Replies: 33
- Views: 13248
Re: Canceling crafting when inventory is full spills items
Do developers really read all comments on posts?
Of course.
Not. ;)
… even me is not reading everything. There are clear signs that some devs have “their” subjects. Like boskid with trains. But as dev I wouldn’t bother. When it’s time to implement a new feature I would make a search for the ...
- Mon Oct 10, 2022 6:31 am
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 166
- Views: 93549
Re: ARM Build
For a business, the leads to the question of if or how much return on investment (in the broadest sense) will be achieved compared to some other use of time... In other words, priority.
- it already exists and is working
- took much longer than expected
- financial success is questionable ...
- Mon Oct 10, 2022 6:09 am
- Forum: Ideas and Suggestions
- Topic: Stacked Area Charts / Summaries graphs of power/pollution
- Replies: 6
- Views: 3192
Re: Stacked Area Charts / Summaries graphs of power/pollution
One obvious issue with a stacked area chart is that it won't work well if the order of data series changes while you're looking at it; a similar problem to the reordering of the values under the chart.
Luckily there are more suggestions around.
https://forums.factorio.com/viewtopic.php?f=6&t ...
- Fri Sep 30, 2022 5:41 am
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 166
- Views: 93549
Re: ARM Build
I think we all have no good idea what are the real problems , what hinders wube to make an arm version. We can make clever guesses, which are in their eyes might look quite naive (because they have solved those things already). :D
So I currently think the problems are not as simple as described ...
So I currently think the problems are not as simple as described ...
- Fri Sep 30, 2022 5:20 am
- Forum: Ideas and Suggestions
- Topic: Canceling crafting when inventory is full spills items
- Replies: 33
- Views: 13248
Re: Canceling crafting when inventory is full spills items
@SerhiS it’s just the way this goes: suggestions are “just ideas”. There is this problem and I suggest to solve it like so. There is no property. There is nothing to prevent turning the idea by 180 degrees.
The community gives developers options they can choose from and we have no further influence ...
The community gives developers options they can choose from and we have no further influence ...
- Wed Sep 28, 2022 8:20 am
- Forum: Outdated/Not implemented
- Topic: Allow "alt" control key to work in the background scenes in the main menu
- Replies: 9
- Views: 3230
Re: Allow "alt" control key to work in the background scenes in the main menu
You can turn the whole animation stuff off. When I remember correctly there is a small button in the right corner. Then it displays just a 3d-rendered background image.
- Wed Sep 28, 2022 5:16 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 300771
Re: Multithread the entity update phase
Yes. The actual bottleneck is the RAM, not CPU.
- Wed Sep 28, 2022 5:10 am
- Forum: Outdated/Not implemented
- Topic: Allow "alt" control key to work in the background scenes in the main menu
- Replies: 9
- Views: 3230
Re: Allow "alt" control key to work in the background scenes in the main menu
Interesting idea. What should then happen, if you turned the background animation off?
- Wed Sep 28, 2022 5:06 am
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 166
- Views: 93549
Re: ARM Build
If you’re still interested I would write to wube now. 
- Wed Sep 28, 2022 5:03 am
- Forum: Ideas and Suggestions
- Topic: Stacked Area Charts / Summaries graphs of power/pollution
- Replies: 6
- Views: 3192
Re: Stacked Area Charts / Summaries graphs of power/pollution
I’m sure this suggestion already exists, but couldn’t find it.
And this is not only useful for power and pollution, but any type of statistics.
And this is not only useful for power and pollution, but any type of statistics.
- Wed Sep 28, 2022 4:12 am
- Forum: Ideas and Suggestions
- Topic: Canceling crafting when inventory is full spills items
- Replies: 33
- Views: 13248
Re: Canceling crafting when inventory is full spills items
Please don’t mix spilling when canceling crafting .vs. spilling when inventory shrinks!
Luckily we have this already: https://forums.factorio.com/viewtopic.php?f=6&t=96364 Smarter Armor Behavior on Quickbar / Swapping armors / Manage item spilling when swapping armor
…
Strange, how opinions ...
Luckily we have this already: https://forums.factorio.com/viewtopic.php?f=6&t=96364 Smarter Armor Behavior on Quickbar / Swapping armors / Manage item spilling when swapping armor
…
Strange, how opinions ...