Search found 25 matches
- Fri Apr 26, 2024 10:46 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 150
- Views: 14553
Re: Friday Facts #408 - Statistics improvements, Linux adventures
I would really like if there was some way to quickly switch through the various surfaces when in the production menu, the name of the surface/platform on the top left can be replaced by a dropdown in the same location. There can be a target sort of symbol next to it that immediately switches it back...
- Wed Jan 24, 2024 2:36 am
- Forum: Ideas and Requests For Mods
- Topic: Breadboards for circuit network combinators
- Replies: 3
- Views: 330
Re: Breadboards for circuit network combinators
Its implemented differently in a bunch of ways, but it functionally does the same thing, using a smaller combinator-only surface to compact circuit network logic builds. I think their approach makes it a bit more convoluted than it needs to be.
- Wed Jan 24, 2024 1:08 am
- Forum: Ideas and Requests For Mods
- Topic: Breadboards for circuit network combinators
- Replies: 3
- Views: 330
Breadboards for circuit network combinators
I love playing with combinators, but one of my biggest gripes is the large amount of space they consume. The game has you building nuclear reactors, portable fusion reactors and flying construction robots, so why should a device which functions as a basic logic gate take up 1x2 space? :lol: But imag...
- Sun Jan 14, 2024 4:39 am
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 229
- Views: 47605
- Fri Jan 12, 2024 8:28 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 229
- Views: 47605
Re: Friday Facts #393 - Putting things on top of other things
Regarding the comments on epilepsy, the game shouldn't be restricted/limited for a minority of players. The new fast belts are a nice addition. Don't use the new belts if you feel like they'll trigger something, or use mods to make whatever changes you want.
- Fri Jan 12, 2024 3:15 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 229
- Views: 47605
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duplicate message please remove
- Fri Jan 12, 2024 3:15 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 229
- Views: 47605
Re: Friday Facts #393 - Putting things on top of other things
Consider the color orange for the new bulk inserters. Its a sportier color, indicative of its performance.
- Fri Jan 12, 2024 12:34 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 229
- Views: 47605
Re: Friday Facts #393 - Putting things on top of other things
This is awesome.
- Fri Jan 05, 2024 2:59 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 133
- Views: 25291
Re: Friday Facts #392 - Parametrised blueprints
It seems like conditional logic baked into it would help out a lot. We were discussing the implication of this feature with the quality mechanic, and how different qualities would be treated as the same parameter or not. For instance, you can have a checkbox on the BP parameter screen when placing i...
- Tue Dec 26, 2023 3:09 pm
- Forum: Releases
- Topic: Version 1.1.101
- Replies: 3
- Views: 14643
Re: Version 1.1.101
I saw the Twitter post and was wondering what happened lol
https://twitter.com/factoriogame/status ... 6849115179
https://twitter.com/factoriogame/status ... 6849115179
- Tue Nov 28, 2023 4:45 am
- Forum: Ideas and Suggestions
- Topic: Display vehicle kills across all vehicles, including turret kills
- Replies: 0
- Views: 204
Display vehicle kills across all vehicles, including turret kills
This is already displayed with trains, so it would be nice to have this with all vehicles. It also puts it in line with kill stats from turrets as well. Aside from kills from striking biters/enemies, for vehicles with turrets it should also include kills from that as well. If total damage can be inc...
- Sat Nov 25, 2023 5:46 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 25605
Re: Friday Facts #386 - Vulcanus
I had gotten the impression that the "starting" area was more so for biome location than either starting resources or clear area of enemies, though I could be wrong. Either way, if you think about it, if you're able to take the time to survey a planet from above before landing, you're obv...
- Sat Nov 25, 2023 4:48 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 25605
Re: Friday Facts #386 - Vulcanus
Also, I am unsure how I feel about the starting area on Vulcanus. Can we get an option not to generate a starting area on a new planet? I feel like having a starting area forces you to build everything in one spot and then just bring in resources from mining outposts…just like back at Nauvis. I wou...
- Sat Nov 25, 2023 2:01 am
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 25605
Re: Friday Facts #386 - Vulcanus
This looks awesome. It looks incredibly well made and will serve as an awesome backdrop to whatever crazy factories that will be made there. Can't wait to see the rest of the planets as their assets get completed!
- Sat Nov 25, 2023 2:00 am
- Forum: Multiplayer
- Topic: [DE/ENG] - 🚀 Factorio Birthday Special with Nils on a Deathworld 🚀 17.11.2023
- Replies: 3
- Views: 1163
Re: [DE/ENG] - 🚀 Factorio Birthday Special with Nils on a Deathworld 🚀 17.11.2023
Happy belated birthday
- Sun Nov 19, 2023 11:30 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 132434
Re: Friday Facts #375 - Quality
What are you supposed to do with the occasional higher quality materials you can't match with others? The recycler returns 25% of the recipe ingredients. Or, seems we're talking about higher quality items here, store em till you can use em. Absolutely. The best of what quality offers will come from...
- Tue Nov 14, 2023 1:47 am
- Forum: Won't fix.
- Topic: [1.1.96] Spidertron doesn't properly render behind power line
- Replies: 1
- Views: 700
[1.1.96] Spidertron doesn't properly render behind power line
The legs appear behind the wires, and the upper part appears on top of the wires. Its a minor issue but just bringing it to your attention devs.
- Sat Nov 04, 2023 2:43 am
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 172
- Views: 30401
Re: Friday Facts #383 - Super force building
These FFFs are psychological torture knowing I need to wait another ~10-12 months
- Mon Oct 30, 2023 4:37 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 132434
Re: Friday Facts #375 - Quality
Does anyone know if you can recycle ore or plates, and if you can upgrade their quality from quality modules? New building: Recycler, gives a 25% chance of returning items created from some types of recipe (not furnaces or chemical plants), and doesn't return fluids; also has 4 module slots. Source...
- Mon Oct 30, 2023 4:22 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 132434
Re: Friday Facts #375 - Quality
Does anyone know if you can recycle ore or plates, and if you can upgrade their quality from quality modules?