Search found 32 matches

by Quarnozian
Fri Apr 12, 2019 7:24 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.16] Pressing Shift in Rail Builder does not allow temporary ghost placement
Replies: 13
Views: 19814

Re: [kovarex] [0.17.16] Pressing Shift in Rail Builder does not allow temporary ghost placement

This removed the possibility to do ghost-rail-building without the remove-obstacles

Oh no. :(

I love being able to squeeze through and around forests without destroying trees... or being able to begin a rail placement at the main base, and just drag the entire thing across the map and finishing ...
by Quarnozian
Fri Apr 05, 2019 7:24 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 90396

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 ...
by Quarnozian
Fri Apr 05, 2019 7:16 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 90396

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 ...
by Quarnozian
Sat Mar 30, 2019 9:01 pm
Forum: News
Topic: Friday Facts #288 - New remnants, More bugs
Replies: 60
Views: 41046

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.
by Quarnozian
Thu Mar 28, 2019 6:40 pm
Forum: Ideas and Suggestions
Topic: Indicating empty pipes
Replies: 4
Views: 2315

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 ...
by Quarnozian
Sat Feb 09, 2019 4:24 pm
Forum: News
Topic: Friday Facts #281 - For a Few Frames More
Replies: 85
Views: 61492

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 ...
by Quarnozian
Fri Nov 02, 2018 7:44 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 70017

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 ...
by Quarnozian
Sat Sep 15, 2018 8:27 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 180374

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 ...
by Quarnozian
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: 3966

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.
by Quarnozian
Sun Jul 01, 2018 9:26 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 110730

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 ...
by Quarnozian
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: 3966

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 ...
by Quarnozian
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: 3966

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 ...

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