Search found 207 matches
- Sat Sep 03, 2016 5:52 pm
- Forum: Ideas and Suggestions
- Topic: Artificial structure instead of landfill
- Replies: 12
- Views: 7317
Artificial structure instead of landfill
I think that instead of filling in water with landfill to make regular land, there should be some sort of bridge of sorts. Maybe like a dock or boardwalk? That way the structure could still be removed, without allowing the creation of moats. I'm reluctant to use the landfill because it removes water ...
- Mon Aug 29, 2016 10:41 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.8] Flashing chat colors after just 12200 hours ingame
- Replies: 23
- Views: 28630
Re: [0.13.8] Flashing chat colors after just 12200 hours ingame
I'm not much of a C programmer, but I think that upgrading to 64-bits would drop support for 32-bit OSs? idk, just a thought
- Sun Aug 21, 2016 3:17 pm
- Forum: Ideas and Suggestions
- Topic: Ghost-Construction-Mode-Change/Deconstruction-Mode-Change/What Robots Build the Blueprint?/Planning
- Replies: 3
- Views: 4118
Re: Ghost-Construction-Mode-Change/Deconstruction-Mode-Change/What Robots Build the Blueprint?/Plann
I would say, make deconstructions always use your personal roboport, then, when holding shift, it would use only the network's robots, not your own. This could be the same for blueprints. Maybe another modifier would need to be used (ctrl) so that ghosts could still be built and build from the ...
- Sat Aug 20, 2016 10:35 pm
- Forum: Ideas and Suggestions
- Topic: Jet pack
- Replies: 4
- Views: 3351
Re: Jet pack
Oh, for some reason I was thinking rocket fuel stacked to 50, 10 sec/block o' fuel would be good I think. I was just spit balling some numbers that sounded close.
- Sat Aug 20, 2016 1:18 pm
- Forum: Ideas and Suggestions
- Topic: Select train station with map
- Replies: 5
- Views: 2296
Re: Select train station with map
Haha, your ideas are good though!... Sorry, I should have posted this into an own suggestion.
- Sat Aug 20, 2016 10:12 am
- Forum: Ideas and Suggestions
- Topic: When deconstructing a chest, logistic bots remove it's items
- Replies: 7
- Views: 3408
Re: When deconstructing a chest, logistic bots remove it's items
I would agree, the logistic bots are for transferring items, and that's what is happening here.It wouldn't be too bad if the Logistic Robots helped with the work though.
- Sat Aug 20, 2016 10:10 am
- Forum: Ideas and Suggestions
- Topic: Select train station with map
- Replies: 5
- Views: 2296
Re: Select train station with map
To choose this in a simple way, we need some new kind of schematized map, cause the current map view would be working more or less well, but not when the stations are very thight placed (and vice versa).
See also viewtopic.php?f=80&t=18153 Information-Layers (for map and/or normal view)
You ...
- Sat Aug 20, 2016 12:19 am
- Forum: Not a bug
- Topic: Pressing Q doesn't move the blueprint back to the book
- Replies: 4
- Views: 1980
Re: Pressing Q doesn't move the blueprint back to the book
The game does know where (which slot) it came from when you use it from your inventory, why can't this be added for blueprint books as well?That's by design. Once you're holding an item in your cursor the game has no idea where the item came from.
- Fri Aug 19, 2016 11:59 pm
- Forum: Resolved Problems and Bugs
- Topic: Inconsistent capitalization
- Replies: 1
- Views: 831
Inconsistent capitalization
While all the other items only capitalized the first word, the stone furnace, first three science packs, and power switch capitalize both words.
Also, I'm not sure why, but the accumulators technology has a 1 at the end. Are you planning on adding an upgrade to this?
Also, I'm not sure why, but the accumulators technology has a 1 at the end. Are you planning on adding an upgrade to this?
- Fri Aug 19, 2016 11:47 pm
- Forum: Ideas and Suggestions
- Topic: Jet pack
- Replies: 4
- Views: 3351
Jet pack
I know this has been suggested before, but I thought I might bring it up again.
I'm suggesting a jet pack, it would be a power armor module, and would run on Rocket Fuel.
You would hold shift to activate it (releasing would drop you). When you use it, you would slingshot around, like the combat ...
I'm suggesting a jet pack, it would be a power armor module, and would run on Rocket Fuel.
You would hold shift to activate it (releasing would drop you). When you use it, you would slingshot around, like the combat ...
- Fri Aug 19, 2016 11:09 pm
- Forum: Ideas and Suggestions
- Topic: Select train station with map
- Replies: 5
- Views: 2296
Select train station with map
When I select a train station, I have to scroll through a list of stations. I think it would be better (and cooler) if a map popped up, and you could select the station (which would get slightly larger on selection), press OK/Enter, and then select the train condition. This would defiantly help ...
- Fri Aug 19, 2016 11:05 pm
- Forum: Not a bug
- Topic: Pressing Q doesn't move the blueprint back to the book
- Replies: 4
- Views: 1980
Pressing Q doesn't move the blueprint back to the book
When you open a blueprint book, use a blueprint, and press Q, the blueprint is moved into your inventory instead of back to the blueprint book.
Maybe this is intended behavior, but I disagree with this design choice. For example, I have a rail building book. When I want to build rails, I open the ...
Maybe this is intended behavior, but I disagree with this design choice. For example, I have a rail building book. When I want to build rails, I open the ...
- Fri Aug 19, 2016 10:57 pm
- Forum: Ideas and Suggestions
- Topic: When deconstructing a chest, logistic bots remove it's items
- Replies: 7
- Views: 3408
When deconstructing a chest, logistic bots remove it's items
We've all deconstructed a bunch of chests, and when we do, a bazillion construction bots come and remove the items. I could be wrong, but I'm pretty sure that construction bots can't carry more than 1 item. This means that they are really inefficient at getting rid of the items. Your own bots go and ...
- Fri Aug 19, 2016 10:51 pm
- Forum: Ideas and Suggestions
- Topic: Quick toggling of power switcher
- Replies: 19
- Views: 7090
- Fri Aug 12, 2016 4:50 pm
- Forum: Ideas and Suggestions
- Topic: Logistic Profiles?
- Replies: 0
- Views: 658
Logistic Profiles?
I think there should be profiles for the player logistic slots. So like when you go to build an outpost, you switch to the outpost building profile.
- Fri Aug 12, 2016 4:46 pm
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 110404
Re: Friday facts #151 - The plans for 0.14
We need a way to defend train tracks. I'm not sure if biters will spawn on train tracks, you mentioned the artillery trains. Might be something to think about.
- Thu Aug 11, 2016 6:00 pm
- Forum: Implemented Suggestions
- Topic: Disable stations by circuit control
- Replies: 18
- Views: 12381
Re: Disable stations by circuit control
I was trying to do something like this just now, I tried making two stations with the same name ("A"), and added it to the schedule of the train. I added a signal in front of one of the stations (that the train goes to) and made it red. Even with the other station accessible, the train preferred to ...
- Thu Aug 11, 2016 5:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14] [kovarex] Power Switch blueprint doesn't remember power line positions
- Replies: 31
- Views: 20825
Re: Power Switch blueprint doesn't remember power line positions
I would have expected blueprinted poles to not connect automatically. It should work exactly like circuit wires do.It is not that simple, as the extra logic of remembering connection in blueprint, and between ghosts needs to be extended for normal wires as well.
- Tue Aug 02, 2016 8:39 pm
- Forum: Not a bug
- Topic: [13.13] Factorio not in Cinnamon window list applet
- Replies: 5
- Views: 1850
Re: [13.13] Factorio not in Cinnamon window list applet
Oh, hmm. I'm having the same issue with Spotify.
- Tue Aug 02, 2016 8:33 pm
- Forum: Not a bug
- Topic: [13.13] Factorio not in Cinnamon window list applet
- Replies: 5
- Views: 1850
Re: [13.13] Factorio not in Cinnamon window list applet
Why do you say that? It is only happening with Factorio.This would be a bug with Cinnamon, not Factorio.