Search found 47 matches
- Sat Mar 16, 2024 3:08 pm
- Forum: Ideas and Suggestions
- Topic: Undergrounds "the other way"
- Replies: 2
- Views: 223
Re: Undergrounds "the other way"
Then there might be some modifier key (Alt, Ctrl, Shift) for this feature.
- Sat Mar 16, 2024 12:06 pm
- Forum: Ideas and Suggestions
- Topic: Undergrounds "the other way"
- Replies: 2
- Views: 223
Undergrounds "the other way"
Factorio should help placing undergrounds "the other way". When we try to place them "the other way" ( < > instead of > < ), game should place belts to join them (ie. <====>).
Why?
Helps when reenginering sphagetti into more sphagetti
Why?
Helps when reenginering sphagetti into more sphagetti
- Sun Mar 10, 2024 9:21 am
- Forum: Duplicates
- Topic: [1.1.104] Deconstruction orders problem
- Replies: 1
- Views: 138
[1.1.104] Deconstruction orders problem
When blueprint is placed, if some of it would affect terrain (trees, cliffs), deconstruction orders are issued for those. After some time, those deconstruction orders get retired, while original blueprint orders are still there, so when bots finally get to built items that reqired deconstruction of ...
- Fri Aug 25, 2023 12:57 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 70177
Re: Friday Facts #373 - Factorio: Space Age
How come 'Wszystko bฤdzie''? Polish phrase ina a name of Czech company? There must be some more backstory
- Wed May 17, 2023 3:25 pm
- Forum: Ideas and Suggestions
- Topic: Create deconstruction planner from blueprint
- Replies: 0
- Views: 321
Create deconstruction planner from blueprint
TL;DR A button in blueprint interface that creates deconstruction planner that contains only items used in the blueprint What ? A button in blueprint interface that creates deconstruction planner that contains only items used in the blueprint So with big blueprint (or small too ;)) you can easily c...
- Mon Apr 10, 2023 11:56 am
- Forum: Ideas and Suggestions
- Topic: Add Estimate Completition Time visible above personal production queue
- Replies: 0
- Views: 312
Add Estimate Completition Time visible above personal production queue
TL;DR
Add Estimate Completition Time visible above personal production queueWhat ?
Add Estimate Completition Time visible above personal production queueWhy ?
Will help with long production queues. You'll know how much time you have to wait for it to complete.- Mon Apr 10, 2023 11:55 am
- Forum: Ideas and Suggestions
- Topic: Add indication of how many items of specific type are in personal productiona queue
- Replies: 0
- Views: 308
Add indication of how many items of specific type are in personal productiona queue
TL;DR Add indication of how many items of specific type are in personal productiona queue What ? Add an indicator that shows the total items of specific type in production queue This might be shown in item popoup in inventory/production window. Why ? Will help with long production queues. Currently...
ChatGPT
ChatGPT> What is Factorio? Factorio is a popular real-time strategy and simulation game developed and published by Wube Software. The game was first released in 2016 and is available on Microsoft Windows, MacOS, and Linux platforms. In Factorio, players are tasked with building and managing an indus...
- Tue Jun 14, 2022 6:47 am
- Forum: Ideas and Suggestions
- Topic: Train Stop Tags
- Replies: 23
- Views: 5492
Re: Train Stop Tags
My proposal has same name, but is different. Previous proposal was for tags to affect schedules. I do not want that, I'd like tags to be independent from schedules, and only act as a aditional layer of managing stations. Hi, I've re-read both OP and your suggestion carefully. You are right about th...
- Sun May 29, 2022 8:18 pm
- Forum: Ideas and Suggestions
- Topic: Train Stop Tags
- Replies: 23
- Views: 5492
Re: Train Stop Tags
My proposal has same name, but is different.
Previous proposal was for tags to affect schedules. I do not want that, I'd like tags to be independent from schedules, and only act as a aditional layer of managing stations.
Previous proposal was for tags to affect schedules. I do not want that, I'd like tags to be independent from schedules, and only act as a aditional layer of managing stations.
- Thu May 26, 2022 6:35 pm
- Forum: Ideas and Suggestions
- Topic: Train Stop Tags
- Replies: 23
- Views: 5492
Add possibility to tag train stops
TL;DR Add possibility to tag train stops What ? Train stops tags. Custom tags that are indepedent from stop name used in train schedules. Possibility so search for tag in station list. Optional: possibility to change tags via circuit network. To consider: more than one tag for station. Why ? In a s...
- Wed Nov 10, 2021 5:59 am
- Forum: Minor issues
- Topic: [1.1.46] Inconsistent zoom in different resolutions
- Replies: 6
- Views: 2417
Re: [1.1.46] Inconsistent zoom in different resolutions
With GPU advancement over the years, thos could be revised (or at least made an option in settings).
- Tue Nov 09, 2021 8:07 am
- Forum: Minor issues
- Topic: [1.1.46] Inconsistent zoom in different resolutions
- Replies: 6
- Views: 2417
[1.1.46] Inconsistent zoom in different resolutions
I'm often swithing between resolutions. In map mode, there seem to be inconsistent point when zooming out and the switch from radar mode/map mode. This are screenshots in different resolutions, with the zoom maxed out in radar mode (next zoom step would swith to map mode): 3440x1440 res: Factorio Sc...
- Tue Oct 05, 2021 3:43 pm
- Forum: Not a bug
- Topic: [1.1.41] Wrong case of belt-undergrground swith
- Replies: 1
- Views: 925
[1.1.41] Wrong case of belt-undergrground swith
I'm not sure if it is Factorio or mod bug. I'm using Factorio Extended+ family of mods. When I'm using Rapid Belts (from the mod) when 'drawing' belts, undergrounds are not used at all. In ghost mode, there are undergrounds placed correctly, but instead of Rapid Underground, I get normal Transport B...
- Tue Jul 20, 2021 7:07 pm
- Forum: Not a bug
- Topic: [1.1.36] Roboports do not charge bots from other network
- Replies: 6
- Views: 2076
- Tue Jul 20, 2021 8:12 am
- Forum: Not a bug
- Topic: [1.1.36] Roboports do not charge bots from other network
- Replies: 6
- Views: 2076
[1.1.36] Roboports do not charge bots from other network
If You have two (or more) roboport networks (say network A and B) and they are set up in a way that some jobs in network A may require bots to go over B, if bots need to charge during passing over B they will not use B roboports, they will use only A roboports.
- Sun Jul 04, 2021 12:41 pm
- Forum: Minor issues
- Topic: [1.1.35] No statistic for wood production
- Replies: 1
- Views: 1103
[1.1.35] No statistic for wood production
There is no statistic for wood production in Production window. I know that there are deconstructet trees stats, but that is not the same thing - there are stats for each type of tree, but on decostruction they give you wood not a tree. The same goes for rocks - stone/coal do not show up in producti...
- Thu Jun 17, 2021 7:43 am
- Forum: Not a bug
- Topic: [1.1.34] Artilery shooting speed
- Replies: 1
- Views: 855
[1.1.34] Artilery shooting speed
Maybe not a but a bug, but why in bonuses window, artillery shooting speed is under "shells section" and not in "artillery section"?
- Wed May 19, 2021 11:14 am
- Forum: 1 / 0 magic
- Topic: [1.1.33] Crash (ChartRenderer::drawVehicles)
- Replies: 4
- Views: 1824
Re: [1.1.33] Crash (ChartRenderer::drawVehicles)
This is a new box which I did not finished settuing up to final config yet. I've tried it on another box without a problem. So it seems it might be a hw problem (probably RAM timings). Sorry for wasting your time.
- Tue May 18, 2021 2:05 pm
- Forum: 1 / 0 magic
- Topic: [1.1.33] Crash (ChartRenderer::drawVehicles)
- Replies: 4
- Views: 1824
Re: [1.1.33] Crash (unknown origin)
Sorry wrong log. This one has it