Related thread with developer response:
viewtopic.php?t=43120 Colors for daltonic?
Search found 1035 matches
- Wed Aug 28, 2019 11:41 am
- Forum: Ideas and Suggestions
- Topic: colorblind safe research
- Replies: 11
- Views: 4385
- Sun Aug 25, 2019 11:00 pm
- Forum: Ideas and Suggestions
- Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
- Replies: 67
- Views: 21435
Re: Factorio, Unpowered Warnings and Epilepsy
Related threads regarding deactivating red flashing in the game due to epilepsy: https://forums.factorio.com/viewtopic.php?f=6&t=46938 can you make it possible to disable Red warning when taking https://forums.factorio.com/viewtopic.php?f=6&t=68493 Red screen flashing when your character tak...
- Fri Aug 23, 2019 11:08 pm
- Forum: Ideas and Suggestions
- Topic: Sensible locomotive initial building orientation on one-way rails.
- Replies: 6
- Views: 1623
Re: Sensible locomotive initial building orientation on one-way rails.
OP's suggestion has already been suggested several years ago in the following thread: https://forums.factorio.com/viewtopic.php?f=6&t=41385 Auto turn trains when placing them I'm pretty sure there's already a mechanism to decide if a rail is one way. (when placing a signal, possible spots on the...
- Fri Aug 23, 2019 11:22 am
- Forum: Ideas and Suggestions
- Topic: Terrain, Weather, Aliens
- Replies: 2
- Views: 819
Re: Terrain, Weather, Aliens
Your first suggestion has already been suggested in the following threads:
viewtopic.php?f=6&t=3219 Biome resource variation
viewtopic.php?f=6&t=49048 Global map of the planet
viewtopic.php?f=6&t=3219 Biome resource variation
viewtopic.php?f=6&t=49048 Global map of the planet
- Tue Aug 20, 2019 5:30 pm
- Forum: Ideas and Suggestions
- Topic: Split power combinator
- Replies: 3
- Views: 846
Re: Split power combinator
I will quote the answer from a dev to another topic with a suggestion related to electrical network (but different from OP's) : ... i still think that it's possible to rework the electric network with only a slight performance impact. ... Then it's not likely to ever happen. Unless it can be done w...
- Tue Aug 20, 2019 11:33 am
- Forum: Ideas and Suggestions
- Topic: Split power combinator
- Replies: 3
- Views: 846
Re: Split power combinator
This has already been suggested in the following thread: https://forums.factorio.com/viewtopic.php?f=6&t=42648 Watt limiter @Mods: I'm not sure if it is worth merging these threads, though, because, in the other thread, the original poster was not clear on what his suggestion was about in his or...
- Fri Aug 16, 2019 1:23 pm
- Forum: Ideas and Suggestions
- Topic: seach for or highlight ores in the map view
- Replies: 10
- Views: 3223
Re: need Ore screening function
This has already been suggested in the following thread:
viewtopic.php?f=6&t=64240 search for or highlight ores in the map view
EDIT: The above link is now points to the current thread, since the threads have now been merged.
viewtopic.php?f=6&t=64240 search for or highlight ores in the map view
EDIT: The above link is now points to the current thread, since the threads have now been merged.
- Tue Aug 13, 2019 4:18 pm
- Forum: News
- Topic: Friday Facts #307 - 0.17 stable candidate
- Replies: 83
- Views: 36915
Re: Friday Facts #307 - 0.17 stable candidate
some small surprises I hope one of them is Spidertron mentioned 3 years ago? :D I am against Spidertron being added to the vanilla game, for the reasons that I have stated in this post of mine in the Spidertron Factorio Friday Facts news thread. However, as I have also mentioned in the post of mine...
- Mon Aug 12, 2019 3:11 pm
- Forum: Ideas and Suggestions
- Topic: Implement priority signals for trains
- Replies: 38
- Views: 10571
- Thu Aug 08, 2019 2:10 pm
- Forum: Ideas and Suggestions
- Topic: Train station priority!
- Replies: 20
- Views: 7784
Re: Train station priority!
Related threads: https://forums.factorio.com/viewtopic.php?f=6&t=64362 Dynamic train schedule https://forums.factorio.com/viewtopic.php?f=6&t=63837 Selective Station Enabling These two threads contain links to further threads which are also related. Also, in the following threads, some ideas...
- Wed Aug 07, 2019 6:33 pm
- Forum: Ideas and Suggestions
- Topic: Local power connector module for modular armor
- Replies: 97
- Views: 36705
Re: external power supply for power armor?
I agree.
However, this has already been suggested in the following thread:
viewtopic.php?f=6&t=6866 Local power connector module for modular armor
EDIT: Meanwhile, the threads have been merged. Therefore, my above link now points to the current thread.
However, this has already been suggested in the following thread:
viewtopic.php?f=6&t=6866 Local power connector module for modular armor
EDIT: Meanwhile, the threads have been merged. Therefore, my above link now points to the current thread.
- Tue Aug 06, 2019 10:23 pm
- Forum: Ideas and Suggestions
- Topic: Get rid of barrels and all barrel-related content
- Replies: 20
- Views: 11224
Re: Get rid of barrels and all barrel-related content
I like using barrels sometimes on my sushi belts (i.e. low-throughput belts which transport different types of items).
[Moderated by Koub : Would you please not restart that war]
[Moderated by Koub : Would you please not restart that war]
- Sat Aug 03, 2019 11:25 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.60] Flashing unpowered icon makes my eyes very uncomfortable
- Replies: 6
- Views: 1894
Re: [0.17.60] Flashing unpowered icon makes my eyes very uncomfortable
This has already been suggested in the following threads: https://forums.factorio.com/viewtopic.php?f=6&t=62546 Do not show no_power_warning icon when using power switch https://forums.factorio.com/viewtopic.php?f=6&t=28007 Option to disable no-power flashing https://forums.factorio.com/view...
- Fri Jul 19, 2019 9:41 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 207276
Re: Friday Facts #304 - Small bugs; Big changes
I agree.Matthias_Wlkp wrote: ↑Fri Jul 19, 2019 8:11 pmI would argue against +25% PG output. I would keep it as it was before and simply loose the old light/heavy oil output. This should be very inefficient compared to advanced processing to justify the extra complexity.
- Fri Jul 19, 2019 5:48 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 207276
Re: Friday Facts #304 - Small bugs; Big changes
Basic oil processing needed a change but I am not sure this one was best. I am sure that adding a flare stack with a proper description would be much better. Flare stack besides burning excess heavy and light oil would also add extra pollution which would actually help players drive towards advance...
- Wed Jul 17, 2019 2:32 pm
- Forum: Ideas and Suggestions
- Topic: Isolate roboports by limiting them by circuit networks
- Replies: 17
- Views: 3590
Re: Isolate roboports by limiting them by circuit networks
Related threads: https://forums.factorio.com/viewtopic.php?f=6&t=22737 Logistic Subnetwork https://forums.factorio.com/viewtopic.php?f=67&t=8905 Overlapping Logistic Network II https://forums.factorio.com/viewtopic.php?f=6&t=69210 Roboport networks https://forums.factorio.com/viewtopic.p...
- Mon Jul 15, 2019 12:40 pm
- Forum: Ideas and Suggestions
- Topic: Priority crafting
- Replies: 4
- Views: 1856
Re: Priority crafting
This suggestion has already been suggested in the following threads: https://forums.factorio.com/viewtopic.php?f=6&t=62338 Double ended crafting queue https://forums.factorio.com/viewtopic.php?f=6&t=49361 Rearrange hand craft queue - QOL https://forums.factorio.com/viewtopic.php?f=6&t=41...
- Thu Jul 04, 2019 2:22 pm
- Forum: Ideas and Suggestions
- Topic: Ingame notepad
- Replies: 11
- Views: 5400
Re: Ingame notepad
These threads are also related:
viewtopic.php?f=6&t=58685 Signs
viewtopic.php?f=6&t=71021 Icon sign posts in Vanilla
These threads talk about being able to make notes tied to a specific map location, i.e. signs placed in the game world.
viewtopic.php?f=6&t=58685 Signs
viewtopic.php?f=6&t=71021 Icon sign posts in Vanilla
These threads talk about being able to make notes tied to a specific map location, i.e. signs placed in the game world.
- Tue Jul 02, 2019 3:49 pm
- Forum: Implemented Suggestions
- Topic: Reverse in-game mod changelog order
- Replies: 6
- Views: 2200
Re: Reverse in-game mod changelog order
I agree that it would be better if the latest changes were at the top.
- Tue Jul 02, 2019 12:32 pm
- Forum: Ideas and Suggestions
- Topic: idea for changelog eyes friendly
- Replies: 4
- Views: 1198
Re: idea for changelog eyes friendly
Personally, I prefer the way it is. I prefer black text on white background.
I guess it is just a matter of taste.
I guess it is just a matter of taste.