https://www.google.com/search?q=factori ... ache+chest
viewtopic.php?f=6&t=23088
Full agreement, though. Just letting you know this has been requested a lot.
Search found 456 matches
- Sun Apr 16, 2017 8:36 pm
- Forum: Implemented Suggestions
- Topic: Add a single combo requester and passive provider chest
- Replies: 9
- Views: 4899
- Sun Apr 16, 2017 4:58 pm
- Forum: Ideas and Suggestions
- Topic: propulsion power of bidirectional trains
- Replies: 62
- Views: 19692
Re: propulsion power of bidirectional trains
But, if we exclude the UPS issue and only look at the gameplay mechanics there is too much of a skew towards single headed trains. They are simply too efficient when compared to double headed trains. If you make the trains supply power when going backwards then the only time you will ever really ha...
- Sat Apr 15, 2017 4:17 pm
- Forum: Ideas and Suggestions
- Topic: propulsion power of bidirectional trains
- Replies: 62
- Views: 19692
Re: propulsion power of bidirectional trains
Train engines (running in automatic) should stay single-direction, because it allows the player to make an interesting gameplay choice : - use less space for tracks, but use more engines? - use less engines, but use more space for tracks? This game has aliens, robot arms that use no complicated cam...
- Sat Apr 15, 2017 3:31 am
- Forum: News
- Topic: Friday Facts #186 - Marathon testing
- Replies: 112
- Views: 56371
Re: Friday Facts #186 - Marathon testing
WOOT .... 0.15 released Next Friday!!!! (At least that's how I read this) When we are ready to make a release, it will be either on a Monday or a Tuesday , to give ourselves some long working days to bugfix while the reports are fresh. This means we will probably know the Friday beforehand that eve...
- Fri Apr 14, 2017 10:29 pm
- Forum: News
- Topic: Friday Facts #186 - Marathon testing
- Replies: 112
- Views: 56371
Re: Friday Facts #186 - Marathon testing
Gully wrote:Can you release an experimental 0.15 version, for the impatient ones?
The release will be the Experimental, opt-in version when 0.15 is available to non-devs. Patience!
- Fri Apr 14, 2017 4:03 pm
- Forum: Ideas and Suggestions
- Topic: propulsion power of bidirectional trains
- Replies: 62
- Views: 19692
Re: propulsion power of bidirectional trains
The primary function of station buffer chests is not to act as buffer, but to speed up (un-)loading. Belt > Chest or Chest > Belt is limited by belt speed while Chest > Chest is only limited by inserter rotation speed. Speeding up unloading during the times when a train is actually present so that ...
- Fri Apr 14, 2017 6:52 am
- Forum: Ideas and Suggestions
- Topic: propulsion power of bidirectional trains
- Replies: 62
- Views: 19692
Re: propulsion power of bidirectional trains
First: Factorio's design principle of trains moving automatically only in the direction(s) they have forward-facing locomotives makes sense from a gameplay perspective. It makes train behavior evident with no locomotive-specific UI at all. However, I agree with the suggestion of locomotives supplyin...
- Wed Apr 12, 2017 1:12 pm
- Forum: Ideas and Suggestions
- Topic: Not enough fuel, new technologies
- Replies: 10
- Views: 4987
Re: Not enough fuel
As Koub said, the Bergius Process mod is probably closest to what would end up in-game. However, with the increase in coal consumption due to grenades for military science in 0.15, and increases in oil patch depletion point with distance from spawn, it seems less likely at this point. Also: Flamethr...
- Sat Apr 08, 2017 7:22 pm
- Forum: Ideas and Suggestions
- Topic: Create blueprint without recipes
- Replies: 2
- Views: 1645
Re: Create blueprint without recipes
So: A checkbox on the blueprint creation dialog for "Include Recipes/Settings"? That could be interesting.
- Sat Apr 08, 2017 7:20 pm
- Forum: Ideas and Suggestions
- Topic: Laser Gun
- Replies: 9
- Views: 3204
Re: Laser Gun
At this point we really have to wait for 0.15 to discuss any combat changes. It will be very different.
- Sat Apr 08, 2017 7:17 pm
- Forum: Ideas and Suggestions
- Topic: Bake construction bots into personal roboport's recipe
- Replies: 5
- Views: 1506
Re: Bake construction bots into personal roboport's recipe
How should destroyed bots been restocked? Perhaps bots could become like ammo for personal roboports. They could be stored internally and restocked from inventory as required. (see personal gun turrets from Advanced_Personal_Defense mod) Equipment grid items having their own inventories would be aw...
- Sat Apr 08, 2017 7:11 pm
- Forum: Ideas and Suggestions
- Topic: Queuing orders (+shift in many RTS) and Ghost mode
- Replies: 12
- Views: 3760
Re: Queuing orders (+shift in many RTS) and Ghost mode
Related: viewtopic.php?f=6&t=43531
Placing ghosted structures the same way the submachine gun auto-targets biters but using the axe seems like a really cool way to implement this, hence that post. I'm sure they'll go with something satisfying.
Placing ghosted structures the same way the submachine gun auto-targets biters but using the axe seems like a really cool way to implement this, hence that post. I'm sure they'll go with something satisfying.
- Fri Apr 07, 2017 1:44 am
- Forum: Ideas and Suggestions
- Topic: Beginner Visual Cue: "Why is mining so slow?"
- Replies: 7
- Views: 2892
Re: Beginner Visual Cue: "Why is mining so slow?"
This is rapidly diverging, but interesting. Removing the axe entirely could work, though it would be a shame to drop the melee feature as it's already implemented, and raise questions about whether the player's avatar really is a machine, being able to build tools so easily with its bare hands alrea...
- Wed Apr 05, 2017 10:52 pm
- Forum: News
- Topic: Friday Facts #183 - Aiming for the release date
- Replies: 145
- Views: 70635
Re: Friday Facts #183 - Aiming for the release date
On the other hand, if they download a ghost there's not a lot you can do about them just copying designs - and that's defeating the object of the game in general. I agree you shouldn't make it easy , but there's no sense in hitting everyone just to get to the people out to ruin their own games. Tha...
- Wed Apr 05, 2017 10:28 pm
- Forum: Ideas and Suggestions
- Topic: Beginner Visual Cue: "Why is mining so slow?"
- Replies: 7
- Views: 2892
Beginner Visual Cue: "Why is mining so slow?"
It's hard for experienced players to remember (or admit) if they had trouble with unexplained slowdowns in mining buildings, or indeed, if they skipped the tutorial and didn't make an axe for a while at all. However, Let's Plays and first-time streamers often fall into this trap: Sometimes they don'...
- Sun Apr 02, 2017 8:04 pm
- Forum: Modding interface requests
- Topic: on_pre_player_driving_changed_state
- Replies: 2
- Views: 858
Re: on_pre_player_driving_changed_state
Okay, after taking a closer look, it's possible to trigger the enter-vehicle action but not unambiguously using player.driving ... Interesting. That might be enough, but it would be nice to be able to save/restore the particular vehicle involved. Perhaps on_player_driving_state_changed could include...
- Sun Apr 02, 2017 7:13 pm
- Forum: Modding interface requests
- Topic: on_pre_player_driving_changed_state
- Replies: 2
- Views: 858
on_pre_player_driving_changed_state
Title says it all!
Sometimes a player really shouldn't be leaving a vehicle accidentally, like in a temporary space a vehicle might pass through where no player should be walking...
Sometimes a player really shouldn't be leaving a vehicle accidentally, like in a temporary space a vehicle might pass through where no player should be walking...
- Sat Apr 01, 2017 3:09 pm
- Forum: Ideas and Suggestions
- Topic: Early Blueprints: Empower the Axe
- Replies: 5
- Views: 4265
Re: Early Blueprints: Empower the Axe
True, that could get in the way while turret creeping and is not necessary for the idea to work--it just adds to the immersion, if you will. With the combat rebalance one could argue it would be just enough discouragement to keep people using other, more satisfying combat mechanisms. :) Still, purel...
- Fri Mar 31, 2017 8:07 pm
- Forum: News
- Topic: Friday Facts #184 - Five years of Factorio
- Replies: 87
- Views: 43434
Re: Friday Facts #184 - Five years of Factorio
While the experience with train logic is still fresh it would be an excellent time to have another go at this report here: https://forums.factorio.com/viewtopic.php?f=173&t=14748 :P Thank you. Correction: will be addressed at some point when someone feels like gutting how trains work and re-doi...
- Fri Mar 31, 2017 4:25 pm
- Forum: News
- Topic: Friday Facts #183 - Aiming for the release date
- Replies: 145
- Views: 70635
Re: Friday Facts #183 - Aiming for the release date
Early game blueprint suggestion, while we're on the subject: https://forums.factorio.com/viewtopic.php?f=6&t=43531 :idea: You can't just park a train on passive provider tracks and construct an outpost for eg. Not in the base game's vehicles [yet], but: you can use vehicle equipment grids to tur...