Search found 32 matches
- Sat Jan 27, 2024 11:45 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 17878
Re: Friday Facts #395 - Generic interrupts and Train stop priority
Overall, this sounds like a good set of changes. I guess it addresses my current biggest gripe with trains in Space Exploration mod - https://forums.factorio.com/viewtopic.php?p=593810#p593810 that I'm not able to somehow implement priority based on last time a stop was visited by a train. I'm guess...
- Fri Dec 15, 2023 9:44 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 26707
Re: Friday Facts #389 - Train control improvements
I love these changes! I really like the interrupt one since I have had to implement too many "add a parking to my Space Exploration logistics in case something is too full". I am also looking forward to the train groups so I don't have to copy paste the same train schedule too many times! ...
- Sat Dec 02, 2023 10:03 am
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 170
- Views: 40478
Re: Friday Facts #387 - Swimming in lava
I'm loving this FFF! The new miner is addressing one gripe I had while playing Space Exploration mod for about 900 hours now - that setting up new mining bases is a chore and not that fun. I'm glad the new miners are way more powerful than the existing ones, plus getting more yield so I don't have t...
- Tue Nov 21, 2023 2:40 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 47145
Re: Friday Facts #384 - Combinators 2.0
Would be nice if with Combinators 2.0 we'd get some logic latch - viewtopic.php?f=6&t=109813
- Tue Nov 21, 2023 2:40 am
- Forum: Ideas and Suggestions
- Topic: Add a logic latch as a default with Combinators 2.0
- Replies: 6
- Views: 757
Add a logic latch as a default with Combinators 2.0
TL;DR Add a logic latch as a default logic functions with Combinators 2.0 (https://www.factorio.com/blog/post/fff-384) What ? It would be nice if, with Combinators 2.0, we could get a simple logic latch logic in our inserters / pumps, etc. Basically something like you'd see with Oxygen Not Included...
- Fri Nov 17, 2023 9:11 am
- Forum: Ideas and Suggestions
- Topic: Edit blueprint / Blueprint Creative Mode: Create/Edit/Test
- Replies: 7
- Views: 5231
Re: Edit blueprint / Blueprint Creative Mode: Create/Edit/Test
I would very much like an editor for blueprints. It's a pain in the ass when you miss one pipe and have to place an entire blueprint just to add it in! Or when you want to rename a train station, or change a Buffer Chest / Requester Chest items, etc. There are many things I'd love to be able to edit...
- Fri Nov 17, 2023 9:09 am
- Forum: Ideas and Suggestions
- Topic: Blueprint Edit - Ability to Zoom In/Out
- Replies: 50
- Views: 19438
Re: Blueprint Edit - Ability to Zoom In/Out
I would very much like to be able to zoom in on blueprints!
- Fri Nov 17, 2023 8:54 am
- Forum: Ideas and Suggestions
- Topic: Add a visual performance profiler
- Replies: 1
- Views: 300
Add a visual performance profiler
TL;DR Add a visual performance profiler that lets people know at a glance why their game has low UPS. What ? Dyson Sphere Program has a great statistics panel called Performance Test - https://www.techpowerup.com/forums/attachments/dyson1-jpg.243504/ . It is kind of like Factorio's F4 debug menu, e...
- Fri Nov 17, 2023 7:09 am
- Forum: Ideas and Suggestions
- Topic: Passive Requester Chests
- Replies: 17
- Views: 1858
Re: Passive Requester Chests
This will not be an issue in 2.0 when we can make robot requests to roboports. It's fine that they will carry items all the way to the central storage, but the important bit is that they arrive to the pickup location fast every time they are needed. Fast / smart robots won't fix the issue. You will...
- Fri Nov 10, 2023 9:38 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 47145
Re: Friday Facts #384 - Combinators 2.0
One thing I'd love to see is this scenario: I have two big chests from Space Exploration loading my train with 2 wagons. I have a Storage Chest feeding excess material into one of them. I want to balance items between them. Since the chests are big enough for me to put Inserters between them, I can ...
- Sat Nov 04, 2023 12:29 am
- Forum: Modding interface requests
- Topic: Expose some backend for trains choosing where to go
- Replies: 5
- Views: 673
- Fri Nov 03, 2023 7:54 pm
- Forum: Modding interface requests
- Topic: Expose some backend for trains choosing where to go
- Replies: 5
- Views: 673
Expose some backend for trains choosing where to go
TL;DR It would be nice if we could mod the train behaviour when it is choosing which station to go to next - being able to select specific stations to go to based on our own criteria. What ? It would be nice to have some power to tell the trains where to go. I know exposing pathfinding and the whol...
- Fri Nov 03, 2023 7:24 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 172
- Views: 30351
Re: Friday Facts #383 - Super force building
I think some of the upgrades explained in FFF are coming to the base game when the DLC releases, so you might not be paying for things like this FFF, or Smater Bots or the like...
- Fri Nov 03, 2023 6:33 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 172
- Views: 30351
Re: Friday Facts #383 - Super force building
Can we get those kinds of updates into the game now rather than have to wait for the DLC?
- Fri Nov 03, 2023 9:56 am
- Forum: Ideas and Suggestions
- Topic: Passive Requester Chests
- Replies: 17
- Views: 1858
Re: Passive Requester Chests
Another problem with the current setup - Storage Chests with at least 1 of any given item have a higher priority than Storage Chests with a filter. So if you want to, say, have a Storage Chest where you return deconstructed items like Assemblers, if any other Storage Chest in the network has that it...
- Tue Oct 31, 2023 12:46 am
- Forum: Modding discussion
- Topic: Is there a place where we can see the base Factorio logic so we can mod it?
- Replies: 1
- Views: 410
Is there a place where we can see the base Factorio logic so we can mod it?
I'm currently looking into maybe getting started with a mod that changes some train logic (namely - which train stop they select to go to). I'm wondering if there is some place where we can find the base game logic that is being used for these kind of things so I can see how it's currently done and ...
- Wed Oct 25, 2023 9:29 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint separate wires
- Replies: 4
- Views: 966
Strict wire placement for blueprints
TL;DR It would be nice to have an option for blueprints to force strict wire placement - when the new poles are placed they ONLY connect to what is in the blueprint. What ? It would be nice to have an option for blueprints to force strict wire placement. Basically - any power pole that is a part of...
- Sun Oct 22, 2023 10:34 pm
- Forum: Implemented in 2.0
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 39399
Re: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
I very much agree that it would be nice to be able to force a blueprint down to overwrite what is already there. Heck, even add some "spaces that will be deleted" to give us the exact placement we need. First use is placing a complex balancer on a large number of belts. 4-to-4 and up would...
- Sun Oct 22, 2023 7:18 pm
- Forum: Ideas and Suggestions
- Topic: Make "all trees/rocks" into filters for deconstruction planners
- Replies: 17
- Views: 5024
Re: Make "all trees/rocks" into filters for deconstruction planners
I would very much support this! I'm currently playing with Space Exploration. I want to keep my pollution low so I don't want to remove trees, but I do want to deconstruct all rocks on my planet to make things easier to traverse. Unfortunately, there are so many varieties of rocks that I have to hav...
- Sun Oct 22, 2023 6:17 am
- Forum: Ideas and Suggestions
- Topic: 1 lane belt
- Replies: 17
- Views: 2706
Re: 1 lane belt
Yeah, the problem isn't that lane balancing is hard, it is that it is boring and probably the first thing you will ever solve. So now a thousand hours into Factorio I am planting the same belt balancer at the end of EVERY lane in EVERY mining setup, at the start of every bus lane in my starting base...