Yes.BraveCaperCat wrote: Fri Nov 01, 2024 9:20 amYou mean for a specific machine/furnace/heat tower, right?Karamel wrote: Thu Oct 31, 2024 10:06 pm Or, since trash burning to get rid of wood comes up even in base game, maybe a checkbox to enable or disable the icon for a particular burner entity of any kind entirely?
Search found 25 matches
- Fri Nov 01, 2024 10:44 am
- Forum: Ideas and Suggestions
- Topic: Heating tower: don't flash the "no fuel" icon when at max temp
- Replies: 9
- Views: 1367
Re: Heating tower: don't flash the "no fuel" icon when at max temp
- Thu Oct 31, 2024 10:06 pm
- Forum: Ideas and Suggestions
- Topic: Heating tower: don't flash the "no fuel" icon when at max temp
- Replies: 9
- Views: 1367
Re: Heating tower: don't flash the "no fuel" icon when at max temp
Or, since trash burning to get rid of wood comes up even in base game, maybe a checkbox to enable or disable the icon for a particular burner entity of any kind entirely?
- Wed Oct 30, 2024 1:31 pm
- Forum: Balancing
- Topic: Sulfuric Acid neutralization in space platforms?
- Replies: 3
- Views: 4756
Re: Sulfuric Acid neutralization in space platforms?
I to, wonder why it is only available on Vulcanus.
I think the logic here is not that sulfuric acid is a miracle fuel (which would seriously imbalance the game and also be quite nonsensical) but that Vulcanus sulfuric acid geysers are boiling hot due to all the volcanism, so all you need to do ...
- Wed Oct 30, 2024 1:03 pm
- Forum: Duplicates
- Topic: [2.0.12 Space Age] Rocket Silos request items even if rocket not ready
- Replies: 1
- Views: 259
[2.0.12 Space Age] Rocket Silos request items even if rocket not ready
Rocket silos request items for sending to orbiting platforms even if they don't currently have a rocket ready. This is a problem, because if you are feeding construction parts via belts then it can easily happen that upstream silos hog all construction materials to build rockets which can't be used ...
- Fri Sep 20, 2024 5:00 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 167
- Views: 57606
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
And once they get big enough the only way to kill them is to trick them into running into their own tail.Hares wrote: Fri Sep 20, 2024 11:08 am We need mod which makes these snakes 1 section bigger each time they eat a building.
- Fri Jul 12, 2024 7:05 pm
- Forum: News
- Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
- Replies: 119
- Views: 36526
Re: Friday Facts #419 - Display Panel & Inserter pickup fixes
Notice how on the bottom right image the burner inserter still makes one failed pickup attempt? That means it's still just a matter of time before enough of those happen in a row for it to run out of energy and require manual intervention. Whether this counts as a bug is debatable, but the problem ...
- Fri May 03, 2024 5:35 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 54775
Re: Friday Facts #409 - Diminishing beacons
FYU for a moment there I was confused and wondered "why do those regular inserters unload that fast?" Then I realized that they're actually bulk inserters, however they looked the same-ish from farther away due to the orange color.
- Fri Apr 19, 2024 12:43 am
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 40509
Re: Whole belt reader indicators
Maybe the whole belt reader indicators should be asymmetrical, to indicate which direction the connector is from a belt segment? Belts are easy to trace with your eyes, but you do need to know which way to go.
It goes both directions until Splitter or end/start
I meant, if you see a belt ...
- Fri Apr 05, 2024 11:42 am
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 40509
Whole belt reader indicators
Maybe the whole belt reader indicators should be asymmetrical, to indicate which direction the connector is from a belt segment? Belts are easy to trace with your eyes, but you do need to know which way to go.
- Fri Feb 23, 2024 11:35 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 295
- Views: 101424
Re: Friday Facts #399 - Trash to Treasure
supercapacitors?
- Fri Dec 29, 2023 8:28 pm
- Forum: News
- Topic: Friday Facts #391 - 2023 recap
- Replies: 60
- Views: 20844
Re: Friday Facts #391 - 2023 recap
Please add mod grouping to the mod explorer. For example, when I want to play Space Exploration, I have to browse through the huge list of mods which I have installed and one by one select the ones I use for my SE map. It would be nice and easy to have a SE group, to which I would put all the SE ...
- Sat Nov 04, 2023 4:15 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 176
- Views: 60802
Re: Friday Facts #383 - Super force building
If I nuke landfill, is it no longer landfill and no longer able to be deconstructed? This would be a tradeoff then, on nuking landfill to increase its pollution absorption.
If landfill can be mined, then clearly a nuke should simply destroy it, reverting the tile to water. Maybe landfill should ...
- Fri Oct 20, 2023 10:42 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 80735
Re: Friday Facts #381 - Space Platforms
Was momentum considered? In space, nothing is slowing down your spacecraft once you turn off your thrusters. From this FFF, it seems a platform slows down once you turn off its thrusters. And I wonder if you choose to ignore this for gameplay purposes or if there is some braking force applied ...
- Sat Aug 18, 2018 9:57 pm
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 60523
Re: Friday Facts #256 - The little things 3
The problem is that for performance reasons, we only process a small number of these orders each tick, and with a list that is quite large, it can take quite some time to process the new blueprint you just placed down.
Wouldn't this problem be completely solved by simply inserting new ghosts to ...
Wouldn't this problem be completely solved by simply inserting new ghosts to ...
- Sat May 05, 2018 6:27 am
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 57381
Re: Friday Facts #241 - New player experience
If you had to pick one entity that represents the game to you the most, which one would it be?
Transport belt. It's a very visual automaton (you can see stuff moving), obviously meant to connect other machines together (thus implying the player isn't supposed to keep supplying and loading ...
Transport belt. It's a very visual automaton (you can see stuff moving), obviously meant to connect other machines together (thus implying the player isn't supposed to keep supplying and loading ...
- Sun Mar 25, 2018 5:53 pm
- Forum: News
- Topic: Friday Facts #235 - 0.16 stable
- Replies: 122
- Views: 64455
Re: Friday Facts #235 - 0.16 stable
There is one thing you really should fix before releasing 1.0: the tech tree dependencies. Specifically, all technologies which require a particular science pack (for example blue) should have the technology which makes that pack available (Advanced electronics, in this case) as an (automatic ...
- Thu Aug 17, 2017 3:46 pm
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 86782
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
Speaking of logistic system, would it also be possible to set per-roboport upper and lower counts for constructor and logistic bots the system will try to house in that port before more will move there or move to other ones.
I've sometimes ran into problems where newly constructed construction bots ...
I've sometimes ran into problems where newly constructed construction bots ...
- Sat Apr 22, 2017 4:11 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 178952
Re: Friday Facts #187 - Space science & 0.15 graphics
Wow I am so excited for .15. You guys have done an amazing job with everything. It looks fantastic, thank you so much.
I have a question though I hope I can get answered. The mining drill shown in the nuclear power pic, the one with fluid input, is that a new mining drill just for mining uranium ...
I have a question though I hope I can get answered. The mining drill shown in the nuclear power pic, the one with fluid input, is that a new mining drill just for mining uranium ...
- Wed Apr 19, 2017 6:25 pm
- Forum: News
- Topic: Friday Facts #182 - Optimizations, always more optimizations
- Replies: 94
- Views: 51283
Re: Friday Facts #182 - Optimizations, always more optimizations
Single sided, double sided, a big train, a small one, loop-based or no loops makes no difference in the games performance. They're all the same.
I have no idea where people get these ideas from but they're all false.
If you have a loop at every intersection it should multiply available paths ...
I have no idea where people get these ideas from but they're all false.
If you have a loop at every intersection it should multiply available paths ...
- Tue Jan 17, 2017 12:34 pm
- Forum: News
- Topic: Friday Facts #173 - Nuclear stuff is almost done
- Replies: 192
- Views: 101690
Re: Friday Facts #173 - Nuclear stuff is almost done
Really wish they'd add an alternative to rockets already, that's really getting old fast, but endless research as an resource sink feels empty. How about, say, an 'ultimate defence perimeter' project, which you supply with copious amounts of military equipment, and then call in settlers from your ...