Search found 336 matches
- Fri Nov 20, 2015 1:51 am
- Forum: Implemented Suggestions
- Topic: Manual Blueprint Filling
- Replies: 4
- Views: 10354
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 ...
- Thu Nov 19, 2015 11:05 pm
- Forum: Technical Help
- Topic: Physics/Game Engine Slowing Down?
- Replies: 6
- Views: 9906
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...
- Thu Nov 19, 2015 2:52 pm
- Forum: Ideas and Suggestions
- Topic: Spitter/Biter Diversification Suggestion
- Replies: 2
- Views: 5513
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...
- Thu Nov 19, 2015 2:47 pm
- Forum: Ideas and Suggestions
- Topic: Put a blueprint in a character logistics slot
- Replies: 5
- Views: 9931
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...
- Thu Nov 19, 2015 2:43 pm
- Forum: Implemented Suggestions
- Topic: Manual Blueprint Filling
- Replies: 4
- Views: 10354
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...
- Thu Nov 19, 2015 2:35 pm
- Forum: Ideas and Suggestions
- Topic: Mining while holding blueprints
- Replies: 3
- Views: 6770
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 a...
- Wed Nov 18, 2015 4:32 pm
- Forum: Ideas and Suggestions
- Topic: Mining while holding blueprints
- Replies: 3
- Views: 6770
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.
- Wed Nov 18, 2015 4:24 pm
- Forum: Ideas and Suggestions
- Topic: Storage tank trend graph
- Replies: 3
- Views: 8080
Re: Storage tank trend graph
perhaps a different production screen focused on liquids?
even better, the ability to toggle different materials would be awesome.
even better, the ability to toggle different materials would be awesome.
- Wed Nov 18, 2015 4:22 pm
- Forum: Ideas and Suggestions
- Topic: ScenarioS : last thing needed to go on steam ?
- Replies: 7
- Views: 11851
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...
- Wed Nov 18, 2015 4:19 pm
- Forum: Ideas and Suggestions
- Topic: Research Icons...
- Replies: 2
- Views: 5838
Re: Research Icons...
Perfectly said.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.
- Wed Nov 18, 2015 4:08 pm
- Forum: Ideas and Suggestions
- Topic: Accumulator charge graph
- Replies: 8
- Views: 21562
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.
- Mon Nov 16, 2015 2:31 pm
- Forum: Ideas and Suggestions
- Topic: Oil Tank Explosion!
- Replies: 8
- Views: 14558
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.
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.
- Mon Nov 16, 2015 2:24 pm
- Forum: Ideas and Suggestions
- Topic: Weather & Pollution's Effects on it
- Replies: 8
- Views: 16890
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.
- Mon Nov 16, 2015 2:09 pm
- Forum: News
- Topic: Friday Facts #112 - Better noise
- Replies: 63
- Views: 45427
Re: Friday Facts #112 - Better noise
I really like the longer post- I would love to see more FFF like it.
- Mon Nov 16, 2015 2:04 pm
- Forum: Maps and Scenarios
- Topic: An Interesting Predicament
- Replies: 3
- Views: 11670
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.
- Sat Nov 14, 2015 5:34 pm
- Forum: Maps and Scenarios
- Topic: An Interesting Predicament
- Replies: 3
- Views: 11670
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&...
- Sun Nov 08, 2015 7:41 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Gamepad/controller support (also keybinding)
- Replies: 20
- Views: 63185
Re: Gamepad/controller support ☸
I would love gamepad support.
- Sat Nov 07, 2015 4:49 pm
- Forum: Balancing
- Topic: Add one extra follower robot to techlvl 5
- Replies: 5
- Views: 15101
Re: Add one extra follower robot to techlvl 5
You can see the current max amount by hovering your mouse over the icon displaying how many bots you currently have deployed.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?)
- Sat Nov 07, 2015 4:47 pm
- Forum: Mod and installation managers
- Topic: Factorio Mod Manager 0.2.1
- Replies: 61
- Views: 98343
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.
Also, a way to enable all/none of the mods in a single modpack would be really nice.
- Sat Nov 07, 2015 4:41 pm
- Forum: Ideas and Suggestions
- Topic: Authentication and proper server management
- Replies: 15
- Views: 20003
Re: Authentication and proper server management
Yeah, basically.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...