Pipes should stay omni-directional.
But there could be some internal optimisations that make building your pipe systems to that fluid flow is mono-directional more CPU and throughput efficent.
Search found 441 matches
- Thu Sep 28, 2023 3:43 pm
- Forum: General discussion
- Topic: Do we actually need Pipes to be non-directional? (Looking at Captain of Industry)
- Replies: 8
- Views: 2161
- Thu Sep 28, 2023 8:35 am
- Forum: Ideas and Suggestions
- Topic: Allow decoratives to be picked in planner name icons
- Replies: 1
- Views: 296
Re: Allow decoratives to be picked in planner name icons
+1.
Would be nice to be able to put together a single "trees, rocks, cliffs and stuff on the ground" planner and have it have the right icons.
Would be nice to be able to put together a single "trees, rocks, cliffs and stuff on the ground" planner and have it have the right icons.
- Tue Sep 26, 2023 10:51 am
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 51153
Re: Friday Facts #377 - New new rails
Also, half-diagonals will let us do better hex grid rails.
- Tue Sep 26, 2023 9:16 am
- Forum: Ideas and Suggestions
- Topic: Underground belts and pipes should be placed tile by tile instead of being one max length
- Replies: 7
- Views: 862
Re: Underground belts and pipes should be placed tile by tile instead of being one max length
If you need to jump a large distance you just need to leave two spots for the underground every so often. And those two spots are then unavailable for other things. Like inserters. It's an issue in beaconed builds mostly. And beaconed buils are the only place in factorio where you actually have spa...
- Mon Sep 25, 2023 12:46 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 51153
Re: Friday Facts #377 - New new rails
what about monorails? why don't you add them to the game? Because of this video: Why Monorails Are A Bad Idea Adam Something is Czech, WUBE are based in the Czech Republic, they must know each other and share the same opinions, right? ;) Glad someone other than me said it. :mrgreen: :mrgreen: :mrgr...
- Mon Sep 25, 2023 10:05 am
- Forum: General discussion
- Topic: Quality level names poll
- Replies: 92
- Views: 8988
Re: Quality level names poll
To be optimized does not mean it's as good as it can get. That's (arguably) optimal . Optimized just means it has had optimization applied to it, even if minor. And this does not require adding something to it. You can optimize something by tweaking some of the existing components or methods of con...
- Fri Sep 22, 2023 6:01 pm
- Forum: General discussion
- Topic: Quality level names poll
- Replies: 92
- Views: 8988
Re: Quality level names poll
No-one else likes "Optimised"?
In Factorio?
For shame!
In Factorio?
For shame!
- Fri Sep 22, 2023 9:44 am
- Forum: Ideas and Suggestions
- Topic: No power signal in a better position.
- Replies: 3
- Views: 429
Re: No power signal in a better position.
There's a mod that puts it inthe bottom-left.
Can't remember the name atm.
Can't remember the name atm.
- Mon Sep 18, 2023 10:17 am
- Forum: Ideas and Suggestions
- Topic: Auto research queue
- Replies: 32
- Views: 10506
Re: Shift-clicking a research that cannot be selected yet should queue the researches inbetween
For completeness sake, how should technologies that have multiple pre-requisites be handled? Are you asking breadth-first vs depth-first, or which order for parrallel techs? I personally don't think it matters. If you're using this, you want the end tech and all its prereqs and obviously don't care...
- Sun Sep 17, 2023 2:17 pm
- Forum: Ideas and Suggestions
- Topic: Show Completed Research in Queue
- Replies: 3
- Views: 507
Re: Show Completed Research in Queue
That's such an elegant little change
- Sun Sep 17, 2023 2:14 pm
- Forum: Ideas and Suggestions
- Topic: All achievements in one playthrough in the expansion
- Replies: 3
- Views: 621
Re: All achievements in one playthrough in the expansion
100% speedruns are a thing.
This needs to stay possible.
But it doesn't need to stay easy.
This needs to stay possible.
But it doesn't need to stay easy.
- Sun Sep 17, 2023 2:13 pm
- Forum: Ideas and Suggestions
- Topic: Do not pause game when looking at research in single player
- Replies: 75
- Views: 29751
Re: Do not pause game when looking at research in single player
And yet another vote for this.
Because we shouldn't need to use multiplayer mode for something this basic.
Because we shouldn't need to use multiplayer mode for something this basic.
- Fri Sep 15, 2023 9:14 am
- Forum: Balancing
- Topic: The Most Obvious Imbalance I've Ever Seen After 4K Hours
- Replies: 11
- Views: 4763
Re: The Most Obvious Imbalance I've Ever Seen After 4K Hours
I'm going to throw a new opinion into the pile:
Nightvision should be a 1x2 (horizontal) piece.
Fusion Reactors shouldn't occupy their corners.
We should have more of a tetris game with the equipment grid.
Nightvision should be a 1x2 (horizontal) piece.
Fusion Reactors shouldn't occupy their corners.
We should have more of a tetris game with the equipment grid.
- Thu Sep 14, 2023 11:29 am
- Forum: Ideas and Suggestions
- Topic: Dynamically change research queue default setting when making maps
- Replies: 3
- Views: 460
Re: Dynamically change research queue default setting when making maps
For completeness, not the same suggestion, but suggestions trying to address the same issue : https://forums.factorio.com/viewtopic.php?f=6&t=81142 https://forums.factorio.com/viewtopic.php?f=6&t=66073 This "I forgot to set the option upon map creation again" has a long history :m...
- Thu Sep 14, 2023 11:24 am
- Forum: Ideas and Suggestions
- Topic: Show Blueprint-Materials currently in inventory
- Replies: 1
- Views: 213
Re: Convenience: Indicate Blueprint-Materials currently in Bag
A couple of little indicators: One for "in inventory" and another for "in the logistics network I'm standing in" would be lovely.
Make them little icons in the corner or something else that's out of the wqany unless you know to look for it.
Make them little icons in the corner or something else that's out of the wqany unless you know to look for it.
- Thu Sep 14, 2023 11:22 am
- Forum: Ideas and Suggestions
- Topic: Simple QOL: quickly set filter to inserter and yellow chest
- Replies: 7
- Views: 899
Re: Simple QOL: quickly set filter to inserter and yellow chest
You can get a lot of use out of "poor man's buffer chests" by using storage chests with filters set.
A standard setup for mall outputs for yellow belts is to go into a storage chest with the filter set and the input inserter wired for quantity control.
A standard setup for mall outputs for yellow belts is to go into a storage chest with the filter set and the input inserter wired for quantity control.
- Thu Sep 14, 2023 11:17 am
- Forum: Ideas and Suggestions
- Topic: Controller suggestions around driving
- Replies: 6
- Views: 781
Re: Controller suggestions around driving
Honestly curious: Why do people hate "micro machines" controls so much?
Is this just the difference between UT and Halo vehicle controls?
Is this just the difference between UT and Halo vehicle controls?
- Thu Sep 14, 2023 11:14 am
- Forum: Ideas and Suggestions
- Topic: Colorblindness/Accessibility Improvements
- Replies: 9
- Views: 1501
Re: Colorblindness/Accessibility Improvements
There's the "color filter" option in graphics settings that claims to do something for this. Don't know when it was added or how well-known it is. (Or how useful it is) Unfortunately not very useful as I touched on in the last paragraph of the original post. It's become quite popular for ...
- Wed Sep 13, 2023 6:49 pm
- Forum: Ideas and Suggestions
- Topic: Colorblindness/Accessibility Improvements
- Replies: 9
- Views: 1501
Re: Colorblindness/Accessibility Improvements
There's the "color filter" option in graphics settings that claims to do something for this. Don't know when it was added or how well-known it is. (Or how useful it is) Also, a note on inserters: Stack inserters already have a non-colour visual difference - they have split arms. Other than...
- Wed Sep 13, 2023 6:30 pm
- Forum: Ideas and Suggestions
- Topic: Create module request when placing ghost over existing building
- Replies: 21
- Views: 5800
Make Copy Paste Modules mod vanilla.
TL;DR Copy->Paste machine settings also does modules. Blueprinting over machines adds modules. Mod link (I am not the mod author.) What ? From the mod description: First, place some modules into a machine, and then copy that machine's settings (by shift + right click) into another machine (shift + ...