Search found 336 matches

by TuckJohn
Fri Nov 20, 2015 1:51 am
Forum: Ideas and Suggestions
Topic: Manual Blueprint Filling
Replies: 4
Views: 8578

Re: Manual Blueprint Filling

This may be a partial solution for your request, in cases where you want bots to place the item from your inventory because it isn't available in the network: put the item in the logistic trash slots and construction bots will pick it up from there. That is currently exactly what I do. Either that ...
by TuckJohn
Thu Nov 19, 2015 11:05 pm
Forum: Technical Help
Topic: Physics/Game Engine Slowing Down?
Replies: 6
Views: 8804

Physics/Game Engine Slowing Down?

I have noticed when factorio has to do a lot of calculations(like when raiding a large biter base with lots of destroyer drones), the speed of the "game engine" slows down. Is there any way to see the current speed? And, in addition, how can it be sped up? I ask because I have a large base whose wor...
by TuckJohn
Thu Nov 19, 2015 2:52 pm
Forum: Ideas and Suggestions
Topic: Spitter/Biter Diversification Suggestion
Replies: 2
Views: 4984

Re: Spitter/Biter Diversification Suggestion

I agree that there needs to be more diversification of threats on your factory. This would be a pretty good way to do it, although I dont know how this could be communicated to new players. Until I started watching lets-plays on youtube, I did not know that biters could build bases, much less that p...
by TuckJohn
Thu Nov 19, 2015 2:47 pm
Forum: Ideas and Suggestions
Topic: Put a blueprint in a character logistics slot
Replies: 5
Views: 8273

Re: Put a blueprint in a character logistics slot

It is not clear what you are suggesting, but I have a couple of replies: 1. If you think that you have TOO many blueprints, 0.13 will come with a blueprint book, a way to manage your blueprints. 2. If you want to receive the materials needed to construct a blueprint, why not just let your bots build...
by TuckJohn
Thu Nov 19, 2015 2:43 pm
Forum: Ideas and Suggestions
Topic: Manual Blueprint Filling
Replies: 4
Views: 8578

Manual Blueprint Filling

This is a small behavior that I would like to add to blueprints on the ground. If I have a nice setup for the production of, say, circuits, and I want to double the size of it, I would use a blueprint and duplicate it. With all those nice blueprints on the ground, I cant place assemblers from my inv...
by TuckJohn
Thu Nov 19, 2015 2:35 pm
Forum: Ideas and Suggestions
Topic: Mining while holding blueprints
Replies: 3
Views: 6036

Re: Mining while holding blueprints

Like if I am duplicating a part of my factory I find that there sometimes happens to be a power pole or two in the way. This is just an annoyance with a "why?......" centered around it. I dont see any downside to allowing mining with blueprints in your hand. Also, how hard would it be to add this? W...
by TuckJohn
Wed Nov 18, 2015 4:32 pm
Forum: Ideas and Suggestions
Topic: Mining while holding blueprints
Replies: 3
Views: 6036

Mining while holding blueprints

This is quite simply a request to allow you to mine objects (like trees and belts) while holding a blueprint. I always find it annoying when I have to press 'q', mine thie single belt, and re-select the blueprint from my hotbar.
by TuckJohn
Wed Nov 18, 2015 4:24 pm
Forum: Ideas and Suggestions
Topic: Storage tank trend graph
Replies: 3
Views: 6828

Re: Storage tank trend graph

perhaps a different production screen focused on liquids?
even better, the ability to toggle different materials would be awesome.
by TuckJohn
Wed Nov 18, 2015 4:22 pm
Forum: Ideas and Suggestions
Topic: ScenarioS : last thing needed to go on steam ?
Replies: 7
Views: 9935

Re: ScenarioS : last thing needed to go on steam ?

For me, it was very different. For the first game, I played the first campaign map and was surprised by the sudden end. I was hooked and wanted more. For the second game, I started a freeplay map and barely got science pack 2 before a stated a new game. Every game since then, I build bigger and big...
by TuckJohn
Wed Nov 18, 2015 4:19 pm
Forum: Ideas and Suggestions
Topic: Research Icons...
Replies: 2
Views: 5239

Re: Research Icons...

bobingabout wrote:Been sugested already. I agree that there should be a config option for old size icons.

Being able to see the full list is more important than looking pretty.

However, the point will be a little moot when the tech tree system is implemented.
Perfectly said.
by TuckJohn
Wed Nov 18, 2015 4:08 pm
Forum: Ideas and Suggestions
Topic: Accumulator charge graph
Replies: 8
Views: 18700

Re: Accumulator capacity graph

I would like this, although I dont know how it would be implemented. If you graphed the current capacity next to the production of like, say, your solar panels, the accumulator graph will be so high that it would turn the steam engine line into a squiggle at the bottom.
by TuckJohn
Mon Nov 16, 2015 2:31 pm
Forum: Ideas and Suggestions
Topic: Oil Tank Explosion!
Replies: 8
Views: 12682

Re: Oil Tank Explosion!

'Random' Explosions? Sure! I am all for this idea.

Something to add- An explosion from a tank should be powerful enough to trigger another explosion from neighboring tanks, causing massive damage to your oil processing area.
by TuckJohn
Mon Nov 16, 2015 2:24 pm
Forum: Ideas and Suggestions
Topic: Weather & Pollution's Effects on it
Replies: 8
Views: 14691

Re: Weather & Pollution's Effects on it

Someone should make a mod for this; I know a lot of indie early-acess video games where a fan-made mod later is added to the base/stock/vannila game. Kerbal Space Program comes to mind.
by TuckJohn
Mon Nov 16, 2015 2:09 pm
Forum: News
Topic: Friday Facts #112 - Better noise
Replies: 63
Views: 32040

Re: Friday Facts #112 - Better noise

I really like the longer post- I would love to see more FFF like it.
by TuckJohn
Mon Nov 16, 2015 2:04 pm
Forum: Maps and Scenarios
Topic: An Interesting Predicament
Replies: 3
Views: 10550

Re: An Interesting Predicament

No, actually, it was pretty fun. re-playing this over and over was weirdly fun and non-grindy. Hitting a single tree could mean that you fail, which was part of the motivation I think.
by TuckJohn
Sat Nov 14, 2015 5:34 pm
Forum: Maps and Scenarios
Topic: An Interesting Predicament
Replies: 3
Views: 10550

An Interesting Predicament

I was playing factorio, and went exploring to the north. I quickly got overwhelmed and placed some emergency turrets to cover me. right then is when the game autosaved. :o I think I re-loaded that autosave about 15 times to try to get back to my factory in the south. So here is the "custom map". Cha...
by TuckJohn
Sun Nov 08, 2015 7:41 pm
Forum: Frequently Suggested / Link Collections
Topic: Gamepad/controller support (also keybinding)
Replies: 19
Views: 37480

Re: Gamepad/controller support ☸

I would love gamepad support.
by TuckJohn
Sat Nov 07, 2015 4:49 pm
Forum: Balancing
Topic: Add one extra follower robot to techlvl 5
Replies: 5
Views: 13825

Re: Add one extra follower robot to techlvl 5

Nasabot wrote:There is no point to disagree. Also It would be nice to see your current maximum number of robots(if this isnt already in the game?)
You can see the current max amount by hovering your mouse over the icon displaying how many bots you currently have deployed.
by TuckJohn
Sat Nov 07, 2015 4:47 pm
Forum: Mod-/Installation-Handling
Topic: Factorio Mod Manager 0.2.1
Replies: 61
Views: 74688

Re: Factorio Mod Manager 0.2.1

I have a bug to report- if there is a mod in the .../fmm/[modpack name]/ directory that has a info.json that only contains {} or is blank/empty, the FMM process runs but the window does not pop up. Very frustrating.

Also, a way to enable all/none of the mods in a single modpack would be really nice.
by TuckJohn
Sat Nov 07, 2015 4:41 pm
Forum: Ideas and Suggestions
Topic: Authentication and proper server management
Replies: 15
Views: 17292

Re: Authentication and proper server management

LordFedora wrote:Well, he's saying you have a mod that all it does is force it's existence to join the multiplayer server, and then only give that mod to the people you want to join...
Yeah, basically.

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