Search found 336 matches
- Thu Oct 22, 2015 1:13 pm
- Forum: Tools
- Topic: A Guide for the Steam Controller and Bindings
- Replies: 4
- Views: 23230
Re: A Guide for the Steam Controller and Bindings
Yes. I would love gamepad support, even in a vastly "point-and-click" game. I spend a few hours trying to get my gamepad to work with Factorio, and, 5 programs and may hours later, I had gotten nowhere.
- Thu Oct 22, 2015 1:04 pm
- Forum: Ideas and Suggestions
- Topic: Remote-Control Robots: Endgame Turret Replacement
- Replies: 6
- Views: 12313
Re: Remote-Control Robots: Endgame Turret Replacement
This is an interesting idea. I would like to see something like this except with an automation feature, although it would hard to do "right".
- Thu Oct 22, 2015 12:43 pm
- Forum: Ideas and Suggestions
- Topic: Mod Adding Confirmation
- Replies: 3
- Views: 7131
Re: Mod Adding Confirmation
You mean: if you load a mod that includes a different set of mods than installed, the game should - inform you (A diff: which mods would be new for this game, which mods are missing) - ask to activate/deactivate them. Right? What's with mods, that are just in different versions? I mean, the same co...
- Wed Oct 21, 2015 3:02 pm
- Forum: Ideas and Suggestions
- Topic: Mod Adding Confirmation
- Replies: 3
- Views: 7131
Mod Adding Confirmation
I am going to but the as simply as I can for readability's sake. Whenever you wish to load a game (say, with mods A, X, & Y installed) and you have mods A, B, X, & Y loaded, then you should have a confirmation asking if you want to add that mod to the save. For mods like "factorio maps&...
- Wed Oct 21, 2015 2:56 pm
- Forum: Ideas and Suggestions
- Topic: Save confirmation
- Replies: 8
- Views: 12750
Re: Save confirmation
Though, with this whole thing, it depends how much attention you're paying to what you're doing. in most cases if you're not paying enough attention to realise you've selected the wrong save name by the time you press the save button, you're probably going to still be on your autopilot, and press t...
- Wed Oct 21, 2015 2:51 pm
- Forum: Ideas and Suggestions
- Topic: New Train wagons and boats
- Replies: 7
- Views: 12622
Re: New Train wagons and boats
Fluids as fuel? I must've missed that part. Awesome :) I'm now looking forward to this feature even more. *to this update :D and I would like to see a power wagon, It would be an interesting way to give power to outposts. As for the amphibious vehicle, I think that it and a tanker should be the onl...
- Mon Oct 19, 2015 5:12 pm
- Forum: General discussion
- Topic: I bought this game cause of these videos
- Replies: 1
- Views: 4843
Re: I bought this game cause of these videos
Welcome to the game, and welcome to the forums!
- Mon Oct 19, 2015 4:33 pm
- Forum: Maps and Scenarios
- Topic: Somebody make an Earth World map?
- Replies: 13
- Views: 27350
Re: Somebody make an Earth World map?
Ranak said exactly what I was thinking. And I guess I just like the thematics of the world map. I always play them on games like Civilisation. I like the idea of setting up a huge oil base in the middle east, and discovering a large gold deposit in California (Bobs mods enabled). I would love a map...
- Mon Oct 19, 2015 12:39 pm
- Forum: Ideas and Suggestions
- Topic: Save custom world presets / Custom map generator presets / Save/load map-exchange-string
- Replies: 78
- Views: 25684
Re: Map Generator Config Templates
I am all for it. Yes please
Alternatively, you could save what the map generation settings are at to a file, and whenever creating a world preset all of the drop-down menus to how they were last time. You would have to have a "reset to default" button, though.
Alternatively, you could save what the map generation settings are at to a file, and whenever creating a world preset all of the drop-down menus to how they were last time. You would have to have a "reset to default" button, though.
- Mon Oct 19, 2015 12:35 pm
- Forum: Ideas and Suggestions
- Topic: Save confirmation
- Replies: 8
- Views: 12750
Re: Save confirmation
I would love a save confirmation. I have 5 different worlds, all with different mods(Love your mods, bobbingAbout) and stages of completion, some single-player, and some multiplayer. Whenever I save I always stare at the save screen to make sure I am saving to the right file.
- Mon Oct 19, 2015 12:30 pm
- Forum: Implemented Suggestions
- Topic: Allow signal 0,1...,A,... in blueprint icons
- Replies: 1
- Views: 4123
Re: Allow signal 0,1...,A,... in blueprint icons
Yes please. I would like this. While on the topic, why not allow text for the icons?
- Mon Oct 19, 2015 12:26 pm
- Forum: Ideas and Suggestions
- Topic: Strategic and Useful Floors
- Replies: 4
- Views: 7988
Re: Strategic and Useful Floors
I do like the the first sugestions, but not the last 2. I think that a "metal platform" should be implemented in the form of a catwalk.
- Fri Oct 16, 2015 6:12 pm
- Forum: Ideas and Suggestions
- Topic: Remotes for the circuit network
- Replies: 10
- Views: 13204
Re: Remotes for the circuit network
Yes I would like this, but I dont think that It should have a range, as that would severely limit the possibilities, and make it nearly pointless with the power switch that will be added in the next version (I assume it will double as a circuit network switch...). I taking a theater class(basically ...
- Fri Oct 16, 2015 2:53 pm
- Forum: Ideas and Suggestions
- Topic: Authentication and proper server management
- Replies: 15
- Views: 19869
Re: Authentication and proper server management
I was refering to as it is not... no password protection. Simply adding password protection can mean the difference between playing in peace, or getting griefed constantly. That is very true. As long as your password is secure enough, no-one that you dont want joining will join! In the case that th...
- Thu Oct 15, 2015 3:38 pm
- Forum: Ideas and Suggestions
- Topic: Future Idea's for game.
- Replies: 4
- Views: 7139
Re: Future Idea's for game.
I have been on this forum for about a year, and have not seen a suggestion to make water pollution. you seem not to have searched for it: :) https://forums.factorio.com/forum/viewtopic.php?f=6&t=7407&hilit=water+pollut* https://forums.factorio.com/forum/viewtopic.php?f=6&t=14190&hil...
- Wed Oct 14, 2015 6:09 pm
- Forum: Ideas and Suggestions
- Topic: Authentication and proper server management
- Replies: 15
- Views: 19869
Re: Authentication and proper server management
Can you explain, why you think, that this is needed for the steam release? Because there will be even more players (and with them, more trolls). Most people on steam will also expect to have proper server management ready to go. I'm pretty sure if someone had an unknown player join and wasn't even ...
- Wed Oct 14, 2015 6:06 pm
- Forum: Ideas and Suggestions
- Topic: Functionality for satellites
- Replies: 1
- Views: 3890
Re: Functionality for satellites
0.13 is planned for endgame expansion. Right now the satellite is just a placeholder endgame.
- Wed Oct 14, 2015 6:04 pm
- Forum: Ideas and Suggestions
- Topic: Future Idea's for game.
- Replies: 4
- Views: 7139
Re: Future Idea's for game.
This game is one of the best game iv ever played, and iv got a lot of idea's that i would like to share with you. Yes. Yes it is the best game ever. Im sure that pollution has been talked of before, polluting water because of oil fragmentation and so on. I have been on this forum for about a year, ...
- Wed Oct 14, 2015 5:42 pm
- Forum: Ideas and Suggestions
- Topic: Smart Inserters conditions on mouseover.
- Replies: 8
- Views: 11309
Re: Smart Inserters conditions on mouseover.
There needs to be a easier way to see the smart conditions. I think that the filters should be seen in the alt/advanced view, and the circuit conditions upon hover-over.
- Wed Oct 14, 2015 5:39 pm
- Forum: Implemented Suggestions
- Topic: Additional visual activity on chemical plant
- Replies: 6
- Views: 8711
Re: Additional visual activity on chemical plant
Edit my initial post, typo. What i mean was visual clue similar to refineries (the flame). So, even when overlay info is enabled, we can see the chemical plan is working or not. Assembler etc didn't need additional visual clue, we can tell they working because inserters is working. I wish that ther...