Search found 660 matches
- Thu Sep 22, 2016 12:45 am
- Forum: Won't fix.
- Topic: Factorio 0.14.7 multiplayer lags over LAN
- Replies: 7
- Views: 2658
Factorio 0.14.7 multiplayer lags over LAN
Playing on LAN and every about 1-3 minutes my character will start walking really slow, the robots will move really slowly and the whole game slows down significantly for about 5-10 seconds and then speeds back up again. This does not happen during a save but during gameplay. Both the server and cli...
- Thu Jul 14, 2016 10:20 am
- Forum: Ideas and Suggestions
- Topic: Allow roboports to snap to logistics net when holding shift
- Replies: 4
- Views: 1903
Allow roboports to snap to logistics net when holding shift
Allow roboports to snap to logistics network when placing roboports or blueprints with roboports when holding a modifier key like Shift. This would be useful to align roboports for full logistics coverage with no overlap instead of manually moving the mouse slightly horizontally and vertically till ...
- Wed Jul 13, 2016 10:43 pm
- Forum: Outdated/Not implemented
- Topic: Allow setting recipies on factories before research
- Replies: 41
- Views: 14342
Allow setting recipies on factories before research
It would be great if you allowed setting unresearched recipes on factories before the research is ready, the factory just wouldn't produce the product. This would help with setting up the factories while the research is in progress, so by the time the research is done, the factory would be ready. Th...
- Fri Jul 08, 2016 9:18 pm
- Forum: Not a bug
- Topic: [Enhancement] Upgrade planner and automatic upgrades
- Replies: 1
- Views: 764
[Enhancement] Upgrade planner and automatic upgrades
It would be useful to have an upgrade planner blueprint that works similar to the mod with the same name where whatever you select will be upgraded (factories, belts, inserters etc). As an extension to this, it would be great if you could enable upgrade mode on your logistics network and whenever yo...
- Fri Jul 08, 2016 9:14 pm
- Forum: Not a bug
- Topic: [Enhancement] Global logistics
- Replies: 1
- Views: 512
[Enhancement] Global logistics
It would be really useful to have a global logistics screen kind of like the production tab and the train tab in which all of the things in your logistics network is displayed (combined, and per network if you have multiple) and it would be great if you could set the limits on each good globally (th...
- Fri Jul 08, 2016 7:23 pm
- Forum: Ideas and Suggestions
- Topic: Allow reading total robots by type in logistics network
- Replies: 14
- Views: 4687
Re: Allow reading total robots by type in logistics network
That can be done also without the numbers. Number of total bots should be always 1000. You already have done that. You know now: There are 1000 old bots in my network and I want to replace them with new bots. You need of course to change, that old bots are inserted, instead new bots will be inserte...
- Fri Jul 08, 2016 2:27 pm
- Forum: Won't fix.
- Topic: Inserters should respect logistics and circuit limits
- Replies: 2
- Views: 1041
Re: Inserters should respect logistics and circuit limits
No worries, it would be a nice to have but not a big deal.kovarex wrote:Well, this would require it to work a very different way, so I won't fix it.
- Fri Jul 08, 2016 2:26 pm
- Forum: Ideas and Suggestions
- Topic: Allow reading total robots by type in logistics network
- Replies: 14
- Views: 4687
Re: Allow reading total robots by type in logistics network
Hm. That doesn't explain why you need the exact numbers. ;) Till here all you need is - Mechanism to "catch" robots out of a network - Mechanism to bring in new bots into a network. Till here you don't need to know the exact numbers to exchange them. :) Well actually how do you propose to...
- Fri Jul 08, 2016 10:44 am
- Forum: Mods
- Topic: [MOD 0.12.x] Fast Filter Fill
- Replies: 19
- Views: 31816
Re: [MOD 0.12.x] Fast Filter Fill
Any chance to get this updated to 0.13 I love this mod.
- Fri Jul 08, 2016 10:38 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 207676
Re: [MOD 0.12.16] Upgrade planner - v1.1.9
This is a great mod, I second the request for an update to work with 0.13. Thanks!
- Fri Jul 08, 2016 10:27 am
- Forum: Won't fix.
- Topic: Inserters should respect logistics and circuit limits
- Replies: 2
- Views: 1041
Inserters should respect logistics and circuit limits
This isn't a big deal, but it would be nice if an inserter has a logistics or circuit limit set on it (eg <item> < 50), that it would respect this and only transfer items up to 50 instead of transfering the max it can via inserter bonuses. Eg. If the stack inserter is fully upgraded and can transfer...
- Fri Jul 08, 2016 10:20 am
- Forum: Ideas and Suggestions
- Topic: Allow reading total robots by type in logistics network
- Replies: 14
- Views: 4687
Re: Allow reading total robots by type in logistics network
First: Can you explain the exact reason, why you need the numbers of each type? Why is "Total number of such bots" and "Number of such bots in use" not enough? What cannot be done without that? Cause I currently think the game value of those extra vars is quite low. Second: I th...
- Fri Jul 08, 2016 10:14 am
- Forum: Ideas and Suggestions
- Topic: Auto research queue
- Replies: 32
- Views: 10030
Re: Allow researching technologies and their prerequisites
I'd prefer it if the game allows you to select the node but as well as telling you how much science that node requires, it also tells you how much science you need in total to research that node and all proceeding nodes (that you've not researched yet). Then you can see "Oh I need blue for thi...
- Fri Jul 08, 2016 10:09 am
- Forum: Not a bug
- Topic: Allow setting char name independent of mod portal & account
- Replies: 16
- Views: 4950
Re: Allow setting char name independent of mod portal & account
Please give us the option. At least make it a checkbox in options to bind the two or not, and if unbound don't change my character name.
- Thu Jul 07, 2016 9:34 am
- Forum: Ideas and Suggestions
- Topic: Allow reading total robots by type in logistics network
- Replies: 14
- Views: 4687
Allow reading total robots by type in logistics network
The feature in 0.13 to read the total logistics and construction bots from a roboport was a long awaited feature and a great addition, however it would be great if it was more detailed. I suggest instead of creating variables for for the totals, supply the robot type instead of the variable name. Th...
- Wed Jul 06, 2016 7:34 pm
- Forum: Not a bug
- Topic: [Enhancement] Allow naming trains and display in GUI
- Replies: 3
- Views: 1288
[Enhancement] Allow naming trains and display in GUI
Right now the train gui is missing an important piece of information, the name of each train. If you have many trains, it's hard to tell based on it's minimap which train it is. You can sometimes kind of guess based on the stop it's at but that's not reliable either. The ability to name trains is pr...
- Wed Jul 06, 2016 7:30 pm
- Forum: Ideas and Suggestions
- Topic: Auto research queue
- Replies: 32
- Views: 10030
Re: [Enhancement] Allow researching technologies and their prere
This is a good idea. What if your factory is currently set up to only make red and green science, you click on a technology that requires red and green science, but it has a prerequisite that needs blue science? I thought of that too and it can't know easily what you can produce in a reliable way, ...
- Wed Jul 06, 2016 2:23 pm
- Forum: Ideas and Suggestions
- Topic: Auto research queue
- Replies: 32
- Views: 10030
Allow researching technologies and their prerequisites
It would be really useful to allow researching technologies that are currently red in the tech tree. The expected behaviour is that this would research all prerequisite technologies in order and when one is done, automatically pick the next one available in in the tree until researching of the chose...
- Wed Jul 06, 2016 1:47 pm
- Forum: Not a bug
- Topic: Allow setting char name independent of mod portal & account
- Replies: 16
- Views: 4950
Allow setting char name independent of mod portal & account
It used to be that I can set my character name to whatever I wanted in the last version of the game. Now I can set my char name, but it's overwritten by my login username when I log into the mod portal. I know this is stated as a feature, but I don't think it's a good one. There is no reason to bind...
- Tue Jul 05, 2016 8:01 pm
- Forum: Implemented Suggestions
- Topic: Blueprint book
- Replies: 8
- Views: 4986
Re: Blueprint book
How does paper blueprints make sense for robots? I've always thought of them more like USB drives since they're made from circuits. I figure a drive made from circuit consisting of a chunk of iron and plastic with some copper wiring probably doesn't hold much data so each one can only hold one blue...