Search found 323 matches
- Fri Jun 28, 2019 1:41 pm
- Forum: Ideas and Suggestions
- Topic: Train repeating signal
- Replies: 13
- Views: 3134
Re: Train repeating signal
An alternative would be to introduce a new mode of driving trains, a semi-automatic mode. This has been suggested in the following threads: https://forums.factorio.com/viewtopic.php?f=6&t=42694 Half automatic / half manual train driving https://forums.factorio.com/viewtopic.php?f=6&t=49850 ...
- Wed Jun 26, 2019 3:30 pm
- Forum: Ideas and Suggestions
- Topic: Train depot
- Replies: 19
- Views: 5040
Re: Train depot
Not gonna lie... you acknowledged that you've chosen to make things more complicated when there's a perfectly valid existing solution but that you don't want to do the work created by previously mentioned complication. I believe that's an important point of contemplation. I can see the use for this,...
- Wed Jun 26, 2019 12:36 pm
- Forum: Ideas and Suggestions
- Topic: Train repeating signal
- Replies: 13
- Views: 3134
Re: Train repeating signal
So the problem is "When I manually drive trains, I might not realize that there's a train parked in front of me with enough time to stop." you want a solution that provides more time to stop. I can sympathize with this... but to be real blunt manually driving trains is dangerous, no matter...
- Fri Jun 21, 2019 3:34 pm
- Forum: Outdated/Not implemented
- Topic: Respect Windows Storage Paths
- Replies: 34
- Views: 10781
Re: Respect Windows Storage Paths
Rseding has made the dev view very clear on the topic, but I feel like still voicing another opinion on the topic... because I'm obstinate. Sorry. Many years ago, I stopped putting in the effort to make sure that the saved files from every game I play are all properly backed up. It made me sad, but ...
- Fri Jun 21, 2019 1:49 pm
- Forum: Ideas and Suggestions
- Topic: 1-1 belt balancer
- Replies: 7
- Views: 2038
Re: 1-1 belt balancer
I don't see a need to make a 1-tile lane balancer. I actually enjoy having to find the space to place them. What I would like to see is the ability to place down a blueprint and in the process automatically order deconstruction of everything (including my own structures/belts/etc...) that are in the...
- Fri Jun 21, 2019 1:34 pm
- Forum: Balancing
- Topic: turret rework
- Replies: 16
- Views: 5750
Re: turret rework
I did a test once with just creative mod, one single turret, one single behemoth biter, both of them placed in editor mode with the biter at the turret's maximum range. All non infinite researches conducted. Did this twice, one of the turrets being a gun turret, one being a laser turret, with enoug...
- Fri Jun 21, 2019 1:22 pm
- Forum: Ideas and Suggestions
- Topic: Please make factorio consistent [Blueprints]
- Replies: 16
- Views: 3777
Re: Please make factorio consistent [Blueprints]
On part of what you said: blueprints in the blueprint library are just mini save files. That's how they work and that's how they will always work. You will always have to have the correct set of mods enabled to use blueprints created with those mod(s). Your desires for how you want blueprints to wo...
- Fri Jun 21, 2019 12:59 pm
- Forum: Ideas and Suggestions
- Topic: Allow blueprinting all vehicles
- Replies: 8
- Views: 1833
Re: Allow blueprinting all vehicles
The ability to blueprint vehicles with their inventory filters & their equipment grid makes sense to me. It's use is limited in vanilla, but still useful. It's usefulness in a number of other modded style playthrough is massive.
- Wed Jun 19, 2019 1:19 pm
- Forum: Ideas and Suggestions
- Topic: Please make factorio consistent [Blueprints]
- Replies: 16
- Views: 3777
Re: Please make factorio consistent [Blueprints]
The game does not support having both of those GUIs open at the same time. That's why it currently isn't there. When you go to open the blueprint from the blueprint library, close the blueprint library then open the blueprint. Tada! </smartass comment> ... Sorry. Though in all seriousness, this is ...
- Wed Jun 19, 2019 1:01 pm
- Forum: Ideas and Suggestions
- Topic: Ore dictionary
- Replies: 6
- Views: 1300
Re: Ore dictionary
The ore dictionary's origins are slightly different in minecraft than they are in factorio, but it's functionality could/would be much the same. In the end, the ability to specify a single name that references multiple names is still useful. Keep in mind, even in minecraft the ore dictionary has bee...
- Wed Jun 19, 2019 12:47 pm
- Forum: Ideas and Suggestions
- Topic: Allowing scrolling of screen when game is paused
- Replies: 1
- Views: 1096
Re: Allowing scrolling of screen when game is paused
Within the bounds of revealed terrain I agree with this. Honestly it'd be nice to even be able to place ghosts down while the game is paused, not any more powerful than the ability to blueprint. Also, the ability to create blueprints while the game is paused. Actually, if this could be extended to t...
- Mon Jun 17, 2019 4:38 pm
- Forum: Ideas and Suggestions
- Topic: Control Power Connections by Coloring Power Poles (with Lamps)
- Replies: 50
- Views: 12610
Re: Control Power Connections by Coloring Power Poles (with Lamps)
Rather than a lamp... what about the ability to just directly color-code electric poles? A setting on them similar to how you can set the stack sizes manually on inserters. The only issue is that it means click on a power pole would now bring up a settings menu for it rather than the power graph fo...
- Sat Jun 15, 2019 8:25 pm
- Forum: Implemented in 2.0
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 38836
Really. I want the blueprint exactly here.
Can we have some method of telling factorio to remove *everything*, including your own structures, that are in the way of a blueprint? Say maybe Shift+Ctrl? Often times, especially when dealing with belt lines, I want to replace everything that is in the way of a blueprint in order to get it down. T...
- Sat Jun 15, 2019 8:10 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network connection for assembling machines and read needed materials
- Replies: 4
- Views: 1344
Re: Circuit network connection for assembling machines and read needed materials
This was actually on my list of things to come and suggest at some point. When I recently came back and did a modded playthrough, I was confused for a moment because I tried to do just this and it didn't work but I could've sworn that it worked before. Then I remembered that no, this doesn't work. W...
- Sat Jun 15, 2019 8:06 pm
- Forum: Ideas and Suggestions
- Topic: Control Power Connections by Coloring Power Poles (with Lamps)
- Replies: 50
- Views: 12610
Re: Control Power Connections by Coloring Power Poles (with Lamps)
Rather than a lamp... what about the ability to just directly color-code electric poles? A setting on them similar to how you can set the stack sizes manually on inserters. The only issue is that it means click on a power pole would now bring up a settings menu for it rather than the power graph for...
- Sat Jun 15, 2019 7:56 pm
- Forum: Ideas and Suggestions
- Topic: Invert Landfill
- Replies: 78
- Views: 30725
Re: Invert Landfill
So... playing with the platforms mod recently I realized something rather obvious. The ability to place and then remove landfill is actually rather game breaking. It allow for the creation of a lot of structures that are impervious to biters, and several others that are nearly so. You can easily cre...
- Sat Jun 15, 2019 7:46 pm
- Forum: Ideas and Suggestions
- Topic: Add button “Toggle robotic network” to shortcut bar
- Replies: 19
- Views: 4835
Re: Add button “Toggle robotic network” to shortcut bar
As an alternative, an 'enforce personal roboport usage' might be feasible? The game appears to check for bots from your personal roboport before falling back to the fixed roboport network. Might be possible for the game to just be told to not fallback if a construction project is within your persona...
- Fri Jun 14, 2019 4:07 pm
- Forum: Ideas and Suggestions
- Topic: Show drained amount in different texture in electric network info
- Replies: 2
- Views: 885
Re: Show drained amount in different texture in electric network info
Where I'm pretty certain factorio doesn't track what each individual building drains, but instead calculates an aggregate demand and supply and then uses accumulators to make up the difference if possible, there's no way to see what an individual building or building type drains. If you want to see ...
- Thu May 09, 2019 1:07 pm
- Forum: Ideas and Suggestions
- Topic: It can also be used to mine any kind of path, said no-one ever
- Replies: 34
- Views: 6380
Re: It can also be used to mine any kind of path, said no-one ever
Just use a personal pronoun so the tooltip is the item talking to you. With a smiley face, of course. "I can also be used to mine any kind of path =)" "Thank you Mr. Stone Brick sir!" (Turns to Mr. Assembler #43402) "Technically Stone Brick isn't a male, but he likes to thi...
- Wed May 08, 2019 12:50 pm
- Forum: Ideas and Suggestions
- Topic: It can also be used to mine any kind of path, said no-one ever
- Replies: 34
- Views: 6380
Re: It can also be used to mine any kind of path
I see no reason a game community or developers cannot define terminology with definitions or syntax local to the game. It happens all the time. Really? You can't think of any reasons that communities of people or developers shouldn't use common nomenclature rather than redefine their own terms? I m...