Search found 203 matches
- Tue Apr 25, 2017 9:00 pm
- Forum: Ideas and Suggestions
- Topic: [0.15] Organize permissions into logical groups
- Replies: 1
- Views: 943
[0.15] Organize permissions into logical groups
TL;DR: The permissions screen should group permissions together that have something in common. For example all permissions related to trains should be listed consecutively. Easiest to implement: reorder the permissions so logical groups are displayed together. A little harder to implement: use inden...
- Tue Apr 25, 2017 6:35 pm
- Forum: Ideas and Suggestions
- Topic: Satelite can be used to set a new big goal
- Replies: 3
- Views: 1613
- Tue Apr 25, 2017 6:31 pm
- Forum: Ideas and Suggestions
- Topic: Generic Barreling/Unbarreling Recipe
- Replies: 16
- Views: 6889
Re: Generic Barreling/Unbarreling Recipe
Or if we could have a separate building for barreling, that would work like a furnace. Furnaces still need recipes to work. So this wouldn't help reduce the clutter in the crafting menu. http://i.imgur.com/5WBRZvd.png If you're worried about clutter from the barreling recipes, they can be put into ...
- Tue Apr 25, 2017 5:50 pm
- Forum: Ideas and Suggestions
- Topic: Permission System
- Replies: 4
- Views: 1965
Re: Permission System
The Permission system is nice...like really nice... whats not so nice is that the permissions are not really in good order... Permissions which can change permission groups should be in a permisson group at the top or at the bottom of all permissions so to see which permissions to take from a group...
- Tue Apr 25, 2017 12:35 am
- Forum: Ideas and Suggestions
- Topic: [0.15] Make it easier to see electric wire over copper patch
- Replies: 8
- Views: 2682
[0.15] Make it easier to see electric wire over copper patch
When you place electric poles over a copper patch, it's very hard to see the wires that connect the poles: http://i.imgur.com/KVvYEhn.png I am (sort of) young and I can't quickly and easily see whether two poles are connected here. I can only imagine what it's like for other people with worse vision...
- Mon Apr 24, 2017 11:12 pm
- Forum: Ideas and Suggestions
- Topic: [0.15] Please don't ask about tutorials in wave defense
- Replies: 0
- Views: 668
[0.15] Please don't ask about tutorials in wave defense
TL;DR: When playing the wave defense scenario, please don't ask me whether I want to start a new tutorial. I started up version 0.15. I'm loving the shiny new graphics! First I got that popup telling me all my settings would be reset. Ok. For my very first game on 0.15, I decided to run the Wave Def...
- Mon Apr 24, 2017 4:53 am
- Forum: Ideas and Suggestions
- Topic: Additional Virtual Signals for Operating on Red and Green
- Replies: 21
- Views: 8178
Re: Additional Virtual Signals for Operating on Red and Green
The problem is that the multiplying/dividing problem doesn't have any clever or interesting solution. It's just laying down a whole lot of combinators. Have you seen this yet? I would say XKnight's solution is clever and interesting. :) https://forums.factorio.com/viewtopic.php?f=5&t=29706#p188...
- Fri Apr 21, 2017 10:41 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 143633
Re: Friday Facts #187 - Space science & 0.15 graphics
Break out the rainbow belts!ftbreizhbugs wrote:Belting the science center will be challenging with so much different science packs though...
viewtopic.php?f=8&t=28414
- Fri Apr 21, 2017 10:36 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 143633
Re: Friday Facts #187 - Space science & 0.15 graphics
Nothing else to add here. So much hype! So excited!Kelderek wrote:Even apart from the fact that there is a new version release coming, this has to be one of the best made FFF posts you guys have done. Those graphics look amazing -- give those folks a raise!
- Thu Apr 20, 2017 7:12 am
- Forum: Ideas and Suggestions
- Topic: Don't path to train stop if its exit condition's already met
- Replies: 5
- Views: 2193
Re: Don't path to train stop if its exit condition's already met
One of the many new features in 0.15:
"Train Station - control trains by disabling/enabling the station - IMPLEMENTED"
viewtopic.php?f=9&t=30853
Does this resolve your issue or you need something else?
"Train Station - control trains by disabling/enabling the station - IMPLEMENTED"
viewtopic.php?f=9&t=30853
Does this resolve your issue or you need something else?
- Thu Apr 20, 2017 7:05 am
- Forum: Ideas and Suggestions
- Topic: Auto-Toggle Mods When Switching Between Diff. Saves or MP
- Replies: 23
- Views: 8319
Re: Auto-Toggle Mods When Switching Between Diff. Saves or MP
I definitely feel the pain. (Mainly when I switch from my modded single-player game to my vanilla multiplayer game.) I found this video from XTerminator VERY helpful: https://www.youtube.com/watch?v=SEOedyrFQ_g This is a trick that lets you install different mods in different directories and then (f...
- Thu Apr 20, 2017 6:22 am
- Forum: Ideas and Suggestions
- Topic: Additional Virtual Signals for Operating on Red and Green
- Replies: 21
- Views: 8178
Re: Additional Virtual Signals for Operating on Red and Green
Related threads: Expand Circuit Network's "Each" https://forums.factorio.com/viewtopic.php?f=6&t=26944 "A way to divide red by green signal?" https://forums.factorio.com/viewtopic.php?f=5&t=29706 No. We can already do this in vanilla by adding an extra combinator or two. ...
- Tue Apr 18, 2017 8:24 am
- Forum: Implemented Suggestions
- Topic: Grief: Recovering items from banned inventories
- Replies: 4
- Views: 3199
Re: Grief: Recovering items from banned inventories
Here's a mod that automatically puts your stuff in a chest when you die:
https://mods.factorio.com/mods/Zinal/DeathChest
I think it would nice for this functionality to be available as an option in vanilla.
https://mods.factorio.com/mods/Zinal/DeathChest
I think it would nice for this functionality to be available as an option in vanilla.
- Tue Apr 18, 2017 8:07 am
- Forum: Ideas and Suggestions
- Topic: Additional Virtual Signals for Operating on Red and Green
- Replies: 21
- Views: 8178
Re: Additional Virtual Signals for Operating on Red and Green
No. We can already do this in vanilla by adding an extra combinator or two. Please don't make the GUI more complicated.
- Sun Apr 16, 2017 5:18 am
- Forum: News
- Topic: Friday Facts #186 - Marathon testing
- Replies: 112
- Views: 55875
Re: Friday Facts #186 - Marathon testing
For the following release (0.16), can you make it a smaller release and more quickly?
It's so hard to wait, especially when no one knows exactly how long it will take!
(Keep up the good work.)
It's so hard to wait, especially when no one knows exactly how long it will take!
(Keep up the good work.)
- Fri Apr 14, 2017 11:06 pm
- Forum: News
- Topic: Friday Facts #186 - Marathon testing
- Replies: 112
- Views: 55875
Re: Friday Facts #186 - Marathon testing
This might be quite a short Friday facts, but we are trying to spend as much time getting things ready for release. I am eagerly awaiting the release. Also I recently started a SpaceX playthrough. Life is full of difficult decisions... So much excitement, so much frustration. Not like I've been pre...
- Sat Apr 08, 2017 9:50 am
- Forum: News
- Topic: Friday Facts #185 - Progress report
- Replies: 93
- Views: 49077
Re: Friday Facts #185 - Progress report
New night vision looks awesome!
(Although I probably still won't use it because I want to use armor slots for other things.)
Can't wait for those "100 minor features"!
(Although I probably still won't use it because I want to use armor slots for other things.)
Can't wait for those "100 minor features"!
- Fri Mar 31, 2017 6:53 pm
- Forum: News
- Topic: Friday Facts #184 - Five years of Factorio
- Replies: 87
- Views: 42942
Re: Friday Facts #184 - Five years of Factorio
Admin should be able to give player permission to only deconstruct buiduings(structures) constructed only by this player. That would be most anti grief practical thing ever. +1 It would be nice to have more granularity in what can be deconstructed. For example, don't allow someone to deconstruct ot...
- Fri Mar 31, 2017 11:17 am
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 135
- Views: 41456
Re: Roboport Circut Output: +Available -Demand
I see how this could work but an option to take the 'requests' from the Roboport directly would benifit this idea of an universal, modular and semi-self building blueprint collection for outposts :D There's a difference between an unsatisfied construction/logistic request (where something can't be ...
- Fri Mar 31, 2017 10:38 am
- Forum: Ideas and Suggestions
- Topic: Vote to Kick/Ban
- Replies: 91
- Views: 23707
Re: How to deal with griefers
I made assemblers, that do modules and was banned for it. Am I griefer or admin was not too smart? Based on what you've said it sounds like the admin made a mistake. Punishing you (or anyone) for an admin's mistake is foolish. What I was trying to say is that if a player is repeatedly being kicked ...