Allow shift dragging to draw a box instead of drawing directly when disabling and restoring blueprint items.
When editing out tiles in a non-square formation, it can be tedious.
Search found 360 matches
- Mon Mar 25, 2019 3:34 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Editor Shift Drag Box / Rectangle selection in Blueprint Editor
- Replies: 4
- Views: 1912
- Sat Mar 23, 2019 1:07 am
- Forum: Combinator Creations
- Topic: Logistics Router
- Replies: 5
- Views: 6042
Re: Logistics Router
Hello, it looks very nice, congratulations and thanks for sharing. A lot of time to develop such a system eh? xD worst is debugging :mrgreen:. I have developped similar system to request different materials into buffers from the same train stations. So i did a order booking system for the buffer th...
- Tue Mar 19, 2019 11:42 pm
- Forum: Gameplay Help
- Topic: Multiple Spawns?
- Replies: 2
- Views: 1169
Re: Multiple Spawns?
Disregard, I was able to get what I wanted via the built in PVP scenario.
Thanks anyway!
Thanks anyway!
- Tue Mar 19, 2019 7:08 pm
- Forum: Gameplay Help
- Topic: Multiple Spawns?
- Replies: 2
- Views: 1169
Multiple Spawns?
I noticed in FFF 282 that you can have multiple spawn points in a multiplayer map, but how do you create such a scenario?
I tried using the scenario editor and created separate forces with spawn points, but when I host the scenario it wants to use the player spawn point.
Any suggestions?
I tried using the scenario editor and created separate forces with spawn points, but when I host the scenario it wants to use the player spawn point.
Any suggestions?
- Mon Mar 18, 2019 4:10 pm
- Forum: Ideas and Suggestions
- Topic: Roboport train car
- Replies: 28
- Views: 12180
Roboport Wagon
A wagon that behaves like a personal roboport with a built in accumulator. Charges when within power range. Has logistics radius. Inventory behaves like a buffer chest with request slots. Logi radius "connects" when train is fully stationed. Has 2 entry points, 2x5 inventory and 2x1 bot sl...
- Sun Mar 10, 2019 2:11 am
- Forum: Implemented in 2.0
- Topic: Automatically landfill when placing blueprints/ghosts
- Replies: 89
- Views: 42820
Re: BPs with landfill / building on water: two ideas for greatly improving the user experience
Note that when you create blueprints there is a little check box to include tiles. No need to create landfill ghosts, including tiles will place landfill ghosts when you put down the blueprint. Doesn't work with walkways, like stone, wood, asphalt though as they can't be placed on water and the lan...
- Sat Mar 09, 2019 5:11 pm
- Forum: Technical Help
- Topic: Headless lag vs Windows Server
- Replies: 0
- Views: 404
Headless lag vs Windows Server
I feel like I am missing something. A friend and I have been playing on various setups and every time the remote user starts to get unplayable lag. Like server not responding every 5 seconds and constant rubber bands. The weird thing is, when we switch to windows server the problem goes away. This h...
- Sat Mar 09, 2019 4:38 pm
- Forum: Ideas and Suggestions
- Topic: [0.15] make temp. av. perf. etc available to circuit net
- Replies: 12
- Views: 3046
Re: Make temperature of turbines/heat exchangers readable by the circuit network
I dont understand why you cant do this already. It is essential for accurate reactor control.
- Sat Mar 09, 2019 4:31 pm
- Forum: General discussion
- Topic: Feed back from a 11y old kid
- Replies: 3
- Views: 2460
Re: Feed back from a 11y old kid
You guys have some smart kids. Im 40 and it took me a good bit to get decent. Especially combinators. Even with some digital electronics education, they can be quite difficult to grasp at first. But all of this is why i love the game
- Sat Mar 09, 2019 4:07 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 135
- Views: 40543
Re: Roboports should output missing materials to circuit network
Gah... so many overcomplicated proposed solutions in this thread. Just add another radio button and be done with it. roboport1.png This please. It would be nice to wire up a roboport this way and add the signal where needed. Btw i came up with a solution, almost. But you still have to prefetch mats...
- Tue Mar 05, 2019 9:23 pm
- Forum: Combinator Creations
- Topic: Logistics Router
- Replies: 5
- Views: 6042
Logistics Router
This is a system to request items back and forth between disjoint logistic networks. It basically reads roboport logistic data and sets requests on requester chests. This was useful for me in belt pathways snaking through biter nests where repair items were needed and to prevent bots from flying ove...
- Thu Feb 28, 2019 8:02 pm
- Forum: Releases
- Topic: Version 0.17.2
- Replies: 50
- Views: 34007
Re: Version 0.17.2
Game launch speed was much faster for me in this release, thanks!
- Sat Feb 23, 2019 10:51 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 154930
Re: Friday Facts #283 - Prepare to Launch
Another exciting FFF. Glad to see pollution being tweaked! Looks like I'm going to have to mass decon my belt defense and replace it with train loops =D I'm having visions of frogger, 2 alternating lanes of dual locos about 10 locos apart from each other and how to get such a system up and running w...
- Wed Feb 20, 2019 3:37 pm
- Forum: Ideas and Suggestions
- Topic: circuit networks..
- Replies: 16
- Views: 4389
Re: circuit networks..
I disagree. The circuit network is low level for a reason. It is up to the player to design their own solutions. If you want an alphanumeric signal readout for debugging you can always build one. The circuit network leaves so much for the player to accomplish. IMHO it is the best feature of factorio...
- Wed Feb 20, 2019 3:12 pm
- Forum: Show your Creations
- Topic: Look at my colorful and chaotic factory
- Replies: 4
- Views: 4473
Re: Look at my colorful and chaotic factory
I like how your trains eek through the mess in the middle.
- Mon Feb 18, 2019 11:55 pm
- Forum: Ideas and Suggestions
- Topic: Player Power Curve vs Biter Power Curve imbalanced
- Replies: 43
- Views: 9275
Re: Player Power Curve vs Biter Power Curve imbalanced
I think options for biter difficulty should be available just like the terrain options when creating a map. There are just some things that mods can't fix.. like pollution behavior. The ability to tweak how much pollution is absorbed by spawners would allow pollution to creep past the first few rows...
- Mon Feb 18, 2019 4:05 pm
- Forum: General discussion
- Topic: Help - Should I be using flamethrower?
- Replies: 33
- Views: 12515
- Mon Feb 18, 2019 3:23 pm
- Forum: General discussion
- Topic: Accidentially made 42K repair packs... now what?
- Replies: 13
- Views: 4232
Re: Accidentially made 42K repair packs... now what?
Send them into space as care packages for the aliens!
- Mon Feb 18, 2019 3:15 pm
- Forum: Off topic
- Topic: Making memes about Factorio.
- Replies: 48
- Views: 52143
- Mon Feb 18, 2019 1:39 am
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 84268
Re: Friday Facts #282 - 0.17 in sight
So exciting!
Is automated blueprint deployment on the radar? Will recursive blueprints work with the new library?
Is automated blueprint deployment on the radar? Will recursive blueprints work with the new library?