Search found 229 matches
- Fri Apr 05, 2019 11:18 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 58127
Re: Friday Facts #289 - Character GUI
Do we have a mockup for setting logistics requests? I would imagine a pop-up with request / trash sliders, and an apply/cancel button. Can we have options to have default trash amount set to say, one stack more than request amount. It would be nifty if we could have a request of 'able to build this ...
- Fri Mar 29, 2019 9:28 pm
- Forum: News
- Topic: Friday Facts #288 - New remnants, More bugs
- Replies: 60
- Views: 27738
Re: Friday Facts #288 - New remnants, More bugs
I would suggest something like GURPS has for damage; an item's hitpoints are how much damage you need to render it inoperable, but complete annihilation requires doing 10 times that (at least for humans, iirc). Obviously this doesn't work for everything; a wall is valid so long as it exists; perhaps...
- Fri Mar 29, 2019 12:06 am
- Forum: General discussion
- Topic: Belts vs Bots - A response to FFF #224
- Replies: 98
- Views: 46312
Re: Belts vs Bots - A response to FFF #224
What would infinite research for belts look like? We have mods for infinite train and inseter research, which both amount to more items/second. There are compression mods, but they also impact bots and trains...
- Tue Mar 26, 2019 2:41 am
- Forum: Frequently Suggested / Link Collections
- Topic: Game Save File and -Speed Related Suggestions
- Replies: 19
- Views: 7669
Re: Game Save File and -Speed Related Suggestions
Thinking about it a little; could we stream player interaction to disk (similar to how it is streamed over the network when catching up to a multiplayer server) to fill in the gaps between autosaves? Presuming you're running the same game version (which immediately after a crash, you would be), you ...
- Tue Mar 26, 2019 2:27 am
- Forum: Ideas and Suggestions
- Topic: Save in Background
- Replies: 30
- Views: 10082
Re: Save in Background
This seems to be the most relevant thread to put this. On Linux/MacOS, you can, in theory, fork off a child process, then perform the save there, and the memory manager will give you a consistent snapshot, as the entire process state is copy-on-write. On Windows, you can't fork (easily), but you can...
- Sun Mar 24, 2019 12:46 am
- Forum: Implemented Suggestions
- Topic: Symbol for Deconstruction Planner "Items On Ground"
- Replies: 4
- Views: 2510
Re: Symbol for Deconstruction Planner "Items On Ground"
Perhaps a vacuum cleaner?
- Sun Mar 17, 2019 1:15 am
- Forum: Implemented Suggestions
- Topic: Fast replace without item -> plan to upgrade entity
- Replies: 1
- Views: 936
Fast replace without item -> plan to upgrade entity
TL;DR You can fast replace compatible entities when you hold one in your hand; it would be nifty if you could (logically) do the same if you are placing a ghost as well. What ? If you have an inserter in hand, you can fast-replace another inserter; if you run out of inserters, and start placing gho...
- Sat Mar 16, 2019 12:48 am
- Forum: Ideas and Requests For Mods
- Topic: Zoom-in to teleport for god controller?
- Replies: 1
- Views: 657
Zoom-in to teleport for god controller?
I've been playing with the god controller for a while, and one thing that bugs me a little is that when you zoom in with the map and go to fiddle with something, it doesn't work because your 'body' is on the other side of the map. Given that you don't actually have a body as such, I think it wouldn'...
- Fri Mar 15, 2019 10:35 pm
- Forum: Won't implement
- Topic: Changes since installed version for mods?
- Replies: 1
- Views: 727
Changes since installed version for mods?
Not certain if this should go here or the more general suggestions section, but: Given that we get mod changelogs parsed using the game's changelog parser, it should be feasible to have a changes-since filter like the game changelog so we can see what changed with a mod since the version that was pr...
- Fri Mar 15, 2019 10:10 am
- Forum: Ideas and Requests For Mods
- Topic: Lowering Pollution via Equipment Alternatives
- Replies: 2
- Views: 1055
Re: Lowering Pollution via Equipment Alternatives
I couldn't find any concrete numbers, but there are various technologies that can be applied to exhaust gasses to both remove pollution and recover useful chemicals. You could perhaps have stuff like Electrostatic precipitators or various other forms of air scrubber that can be researched, and then ...
- Thu Mar 14, 2019 11:55 am
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Generational Nuclear Power
- Replies: 3
- Views: 1117
Re: [Idea] Generational Nuclear Power
Edit: with 0.17 it is now possible to have a generator that runs directly off burning fuel, burning oil, steam or heat, and have it produce electricity; this was not possible in 0.16, when the first post was made. The only thing I see that looks like it would be difficult to do is the closed-loop he...
- Thu Mar 14, 2019 9:29 am
- Forum: Ideas and Requests For Mods
- Topic: Combined 'small' objects for faster building with robots?
- Replies: 2
- Views: 1493
Combined 'small' objects for faster building with robots?
I was thinking about how to make construction robots work faster than they currently do when placing fiddly small things, like filling in a lake with landfill, or building the great wall around your factory, or even placing the trans-factorio belt line. A construction robot is entirely capable of bu...
- Thu Mar 14, 2019 8:57 am
- Forum: General discussion
- Topic: [Poll] Battery graphics in 0.17
- Replies: 19
- Views: 5070
Re: [Poll] Battery graphics in 0.17
Perhaps a nice orange coloured plastic wrapper around the battery? (with the gear logo if you zoom in really close, perhaps) Because clearly they're Factorio brand rechargeable batteries that you're making. =)
- Thu Mar 14, 2019 8:53 am
- Forum: Ideas and Suggestions
- Topic: Local power connector module for modular armor
- Replies: 97
- Views: 36861
Re: Have a way to recharge armor's batery via electric pole
There's RealVictorPRM's Suit Plug Continued.
For 0.16 (and the one I'm more familiar with) there's also Raeon's Induction Charging
For 0.16 (and the one I'm more familiar with) there's also Raeon's Induction Charging
- Thu Mar 14, 2019 8:46 am
- Forum: Ideas and Suggestions
- Topic: Transport Energy [Batteries]
- Replies: 18
- Views: 3639
Re: Transport Energy [Batteries]
totobest has built a mod that does exactly what you describe: PowerCubes.
- Tue Mar 12, 2019 8:10 am
- Forum: Ideas and Suggestions
- Topic: Achievements as milestones
- Replies: 0
- Views: 517
Achievements as milestones
TL;DR Have achievements duplicated(?) as milestones that occur within each new game. What ? Have 'milestones' in addition to achievements that can be reached within each new game, perhaps with a less shiny graphic and slightly less fanfare. I'd kind of like to be told that "You're doing it rig...
- Tue Mar 05, 2019 9:56 am
- Forum: Implemented Suggestions
- Topic: [0.17.5] Clicking on a dependency link should switch to install tab for uninstalled mods
- Replies: 0
- Views: 365
[0.17.5] Clicking on a dependency link should switch to install tab for uninstalled mods
When you click on the arrow in a dependency, if the mod is installed it jumps to the installed mod.
It would be useful, for if the mod is not installed, that clicking on the arrow takes you to the install tab, and fills in the search box, hopefully allowing you to download the mod in question.
It would be useful, for if the mod is not installed, that clicking on the arrow takes you to the install tab, and fills in the search box, hopefully allowing you to download the mod in question.
- Tue Mar 05, 2019 9:51 am
- Forum: Duplicates
- Topic: [0.17.4] Mods list does not scroll when navigating with keyboard
- Replies: 1
- Views: 416
[0.17.4] Mods list does not scroll when navigating with keyboard
What did you do? Scroll through the list of installed mods using keyboard navigation. What happened? Highlighted entry was not scrolled to be visible until last entry in list reached. What did you expect to happen instead? It might be obvious to you, but do it anyway! The currently highlighted entr...
- Sun Jan 20, 2019 12:28 am
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 65884
Re: Friday Facts #278 - The new quickbar
I think it would be nifty to have a third or perhaps fourth option when placing an item/ghost. When placing an item in range of a construction network, place a ghost, otherwise place the item (if you have it). Always place ghosts (in the assumption that eventually a construction network will exist t...
- Sun Jan 13, 2019 6:12 am
- Forum: Modding help
- Topic: vector_to_place_result
- Replies: 2
- Views: 1079
Re: vector_to_place_result
Um. It is defined to only have one position; you just can't do what you're trying to do.