Search found 323 matches
- Wed Jul 24, 2019 4:26 pm
- Forum: Ideas and Suggestions
- Topic: Isolate roboports by limiting them by circuit networks
- Replies: 17
- Views: 3605
Re: Isolate roboports by limiting them by circuit networks
Ohh god this got way more complicated than it needs to be real quick. 99% of the time, logistics networks wouldn't need any wiring either way. Their default performance in game is already generally acceptable. Connect to everything in range. The ability to manually wire them together or to give them...
- Wed Jul 24, 2019 4:16 pm
- Forum: Ideas and Suggestions
- Topic: NVIDIA Freestyle support
- Replies: 12
- Views: 4197
Re: NVIDIA Freestyle support
<-- Not OP Also, I don't care which application is used to achieve the effect, but requiring that people learn glsl to achieve the desired effects... seems a bit much. I wouldn't be happy about being required to assist in cooking my meal in order to have a restaurant leave something off of my meal. ...
- Tue Jul 23, 2019 2:55 pm
- Forum: Ideas and Suggestions
- Topic: NVIDIA Freestyle support
- Replies: 12
- Views: 4197
Re: NVIDIA Freestyle support
Actually... support for a more well known and more easily used application seems like the better option than expecting people to write custom glsl shaders...
- Mon Jul 22, 2019 2:56 pm
- Forum: Ideas and Suggestions
- Topic: [closed, a mod exists] Idea suggestion for pipe placement: manual orientation
- Replies: 7
- Views: 1866
Re: [closed, a mod exists] Idea suggestion for pipe placement: manual orientation
Keep in mind, just because a mod exists doesn't mean it's necessarily a bad feature. The ability to lay pipes next to each other without fluid mixing honestly seems like a good base game feature.
- Mon Jul 22, 2019 2:53 pm
- Forum: Ideas and Suggestions
- Topic: Placing a ghost over a deleted item of the same kind should simply "undelete" it.
- Replies: 8
- Views: 1992
Re: Placing a ghost over a deleted item of the same kind should simply "undelete" it.
Has issues in certain cases, but those are brought up already by ickputzdirwech. An entity deconstruction could only safely be cancelled if the ghost being placed is in the exact same state as the entity marked for deconstruction, otherwise it can result in things like items being on belts that they...
- Mon Jul 22, 2019 2:48 pm
- Forum: Implemented in 2.0
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 39084
Re: Hotkey to replace existing structures with blueprint
Stumbled across this thread while searching for another. Same idea as in my thread here. Should probably be merged. Also increases visibility. <3
- Mon Jul 22, 2019 2:44 pm
- Forum: Ideas and Suggestions
- Topic: Better mechanism for hand building over ghosts before robots
- Replies: 58
- Views: 12509
Re: Shotkey for manually placing down only blueprinted items
https://forums.factorio.com/viewtopic.php?f=6&t=65741 Probably should be merged in there. I think at this point most of us would like to see it setup so that if we place an entity over it's ghost it 1: Auto-rotates the entity to match the ghost 2: If we then click & drag, it'll only place th...
- Fri Jul 19, 2019 5:22 pm
- Forum: Ideas and Suggestions
- Topic: Pressing "Q" auto-selects Offshore Pump if cursor over water
- Replies: 17
- Views: 4625
Re: Pressing "Q" auto-selects Offshore Pump if cursor over water
Why offshore pump, why not landfill ? Because landfill is offensive and it should feel bad. :P In all seriousness though, consistency with other mechanics. Q over something you can place to get it, Q over something that is 'mineable' to get the 'miner' for it. Q over water to get landfill is incons...
- Fri Jul 19, 2019 5:17 pm
- Forum: Implemented in 2.0
- Topic: Give entity ghosts a shimmer / animation
- Replies: 19
- Views: 4672
Re: Give entity ghosts a shimmer / animation
I don't think that I like the idea of a ghost entities looking like actual blue & white blueprints, but some sort of a simple animation/shimmer seems like it'd be easy to spot.
- Fri Jul 19, 2019 12:30 pm
- Forum: Implemented Suggestions
- Topic: More Blueprint functions
- Replies: 7
- Views: 3235
Re: More Blueprint functions
And we're already a decent chunk of the way there with the tutorials. Only a few more changes would in theory allow the same general system to be used for creative-mode style testing... <3
- Fri Jul 19, 2019 12:26 pm
- Forum: Implemented in 2.0
- Topic: Give entity ghosts a shimmer / animation
- Replies: 19
- Views: 4672
Re: Give entity ghosts a shimmer / animation
This has never been a substantial enough issue for me to pay it much attention, but I do have to acknowledge every now and then coming back to a project I thought I was finished with only to learn something was a ghost.
- Fri Jul 19, 2019 12:24 pm
- Forum: Ideas and Suggestions
- Topic: Change spawn/generation order on world creation
- Replies: 14
- Views: 2665
Re: Change spawn/generation order on world creation
Nothing wrong with being a casual player. One of my favorite streamers is a more casual player. Tune the settings, increase the amounts of ore, reduce or disable biter expansion, etc... Tune the game to your liking, it doesn't even disable achievements to do so (with a few exceptions).
- Thu Jul 18, 2019 4:42 pm
- Forum: Ideas and Suggestions
- Topic: Isolate roboports by limiting them by circuit networks
- Replies: 17
- Views: 3605
Re: Isolate roboports by limiting them by circuit networks
My suggestion was to be able to cut the yellow dashed line connecting roboports like one can with copper wires by shift clicking power poles. Add a wireless "wire" to manually connect roboports and you are set. That at least would be using mechanics similar to other known mechanics. I of ...
- Thu Jul 18, 2019 12:38 pm
- Forum: Ideas and Suggestions
- Topic: Isolate roboports by limiting them by circuit networks
- Replies: 17
- Views: 3605
Re: Isolate roboports by limiting them by circuit networks
No consistency with existing mechanics. I'd rather have the ability to setup a roboport to accept a circuit signal and use it to set a 'network ID' and have all roboports with the same ID that are close enough connect. Note that the 'network ID' set by the circuit network would not match the factori...
- Tue Jul 16, 2019 5:32 pm
- Forum: Ideas and Suggestions
- Topic: Database of Replays for Machine Learning
- Replies: 12
- Views: 3316
Re: Database of Replays for Machine Learning
I'm mostly just curious if this is something that could be modded into the game. That makes it inherently opt-in, with the community potentially opting to create a library of playthroughs for researchers.
- Tue Jul 02, 2019 4:01 pm
- Forum: Ideas and Suggestions
- Topic: idea for changelog eyes friendly
- Replies: 4
- Views: 1208
Re: idea for changelog eyes friendly
I actually misread your initial post. No don't do this. A light grey background with black text (the current setup) is generally pretty close to ideal for eye strain in reasonable lighting. In dark rooms, a black background with light grey text can be preferable to reduce eye strain. Why the forums ...
- Tue Jul 02, 2019 12:42 pm
- Forum: Ideas and Suggestions
- Topic: idea for changelog eyes friendly
- Replies: 4
- Views: 1208
Re: idea for changelog eyes friendly
While it is true that black text with a grey background is just about ideal for the most common reading conditions, changelogs are almost always short enough that it's probably not relevant. Any way you look at it, there's no evidence that the strain of what we're going to call 'sub-optimal' reading...
- Mon Jul 01, 2019 2:13 pm
- Forum: Ideas and Suggestions
- Topic: Visible pollution from electric mining drills
- Replies: 6
- Views: 3374
Re: Visible pollution from electric mining drills
My made it like half way through my first playthrough before I realized that the reason I was producing so much pollution was because the electric miners still produce a huge amount of pollution. Given what I know of mining, it actually makes perfect since, but with no visual indication of the pollu...
- Fri Jun 28, 2019 2:19 pm
- Forum: Outdated/Not implemented
- Topic: Respect Windows Storage Paths
- Replies: 34
- Views: 10884
Re: Respect Windows Storage Paths
I can see that. However, if you have Factorio through Steam then your save games are actually available via the Steam cloud. So in this circumstances if your hard drive was to die, when you download Factorio on the replacement computer your save games will be downloaded with it. I do think you make...
- Fri Jun 28, 2019 2:09 pm
- Forum: Ideas and Suggestions
- Topic: Train depot
- Replies: 19
- Views: 5071
Re: Train depot
For station disabling to work you need a schedule with just 2 stops. Otherwise you get that loop you seen. But you can add another station and play tricks with the station names and locations. Name Stations 1b/2b "Sulfuric Acid Unload". Name Station 3 "Sulfuric Acid Load" Add a ...