Search found 31 matches
- Fri Apr 05, 2019 7:24 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 57846
Re: Friday Facts #289 - Character GUI
There could be one more color for when robots are on the way, but there isn't enough in the logistic network, as when you request something that is just being slowly produced, you will have always one robot coming with the freshly created product, but it would take a long time until there is produc...
- Fri Apr 05, 2019 7:16 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 57846
Re: Friday Facts #289 - Character GUI
(8) Item is not requested and maximum amount is 0: When you don't want the item to be ever in your inventory, in this case, we just show no number, same as it is in the auto trash slots now. under logistics: Items requesting 0 and max set to 0... instead of having nothing on them, how about having ...
- Sat Mar 30, 2019 9:01 pm
- Forum: News
- Topic: Friday Facts #288 - New remnants, More bugs
- Replies: 60
- Views: 27694
Re: Friday Facts #288 - New remnants, More bugs
Remnant Collision: What if instead of it being a hard stop like running into a wall, it was instead a slow-down effect? Like carefully crawling over a bunch of destroyed objects.
I would also love the same effect being used for going over pipes, and squeezing between tight trees.
I would also love the same effect being used for going over pipes, and squeezing between tight trees.
- Thu Mar 28, 2019 6:40 pm
- Forum: Ideas and Suggestions
- Topic: Indicating empty pipes
- Replies: 4
- Views: 1411
Indicating empty pipes
In Alt-Mode wIth the new fluid reservation system it can be hard to tell where pipes lose connection, as even 100% empty pipes will be labeled with a fluid type when connected to a machine's fluid input. Hopefully simple solution: When a pipe is reserved by a fluid, but there are no inputs for that ...
- Sat Feb 09, 2019 4:24 pm
- Forum: News
- Topic: Friday Facts #281 - For a Few Frames More
- Replies: 85
- Views: 43325
Re: Friday Facts #281 - For a Few Frames More
The noisy BC3 compression reminds me of Radar View. :lol: Good work on these optimizations. It's nice to see devs that care enough to bring the best quality graphics even to the lowliest of GPUs. I remember the days of trying to run games on a $40 gpu. Most of the games I played back then still ran ...
- Fri Nov 02, 2018 7:44 pm
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 47414
Re: Friday Facts #267 - Experiments, Explosives & Extended tags
I love this FFF. Every single bit of it. Also, I noticed the lack of pickaxe above the armor looks a little out of place. A while back I had suggested adding access to the blueprint library to that toolbar. Blueprint library would be a good replacement for that blank spot where the pickaxe was. http...
- Sat Sep 15, 2018 8:27 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 115856
Re: Friday Facts #260 - New fluid system
I just want the machines that create/utilize the fluids to flow at a steady rate. So let's say a machine makes 60 fluid per second... while it's operating it outputs 1 fluid every tick. Same idea for the machines using the fluids. If they're crafting something that needs 20 fluid, and takes 0.5 seco...
- Thu Aug 16, 2018 6:35 pm
- Forum: Ideas and Suggestions
- Topic: Entity Request Slot / Build Blueprint Over Existing Entities / Upgrade With Blueprints
- Replies: 4
- Views: 2637
Re: Entity Request Slot
They demonstrated exactly what I was hoping to see for the upgrade planner in last week's Friday Factorio Facts.
https://factorio.com/blog/post/fff-255
However, I would still like blueprints to be able to trigger this same behavior.
https://factorio.com/blog/post/fff-255
However, I would still like blueprints to be able to trigger this same behavior.
- Sun Jul 01, 2018 9:26 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 70064
Re: Friday Facts #249 - Dead end exploration
Proposed Modification for Proposal 2 https://i.imgur.com/U3CfbMa.png <- Blueprints accessed from here in their own inventory screen. Also provides quick access to the deconstruction planner. https://i.imgur.com/ouxOL9F.png <- Inventory screen holding all blueprints. Books on the left. Individual on...
- Tue May 15, 2018 7:56 pm
- Forum: Ideas and Suggestions
- Topic: Entity Request Slot / Build Blueprint Over Existing Entities / Upgrade With Blueprints
- Replies: 4
- Views: 2637
Re: Entity Request Slot
That will be nice, but I'd also prefer blueprints being able to upgrade entities. Plus without this feature, I don't think an Upgrade Planner even can leave entities running while they wait to be upgraded, so I doubt it would make this idea obsolete. Reason I'd want it to work for blueprints... If y...
- Tue May 01, 2018 9:13 pm
- Forum: Ideas and Suggestions
- Topic: Entity Request Slot / Build Blueprint Over Existing Entities / Upgrade With Blueprints
- Replies: 4
- Views: 2637
Entity Request Slot / Build Blueprint Over Existing Entities / Upgrade With Blueprints
TL;DR Entities have Item Request Slots (typically used for Modules) which the bots fulfill. Add Entity Request Slots to request a new entity be placed directly on top of an existing entity. Why? If you have a blueprint for Stone Furnaces and Yellow Belts, and an identical one except with Steel Furn...