Search found 415 matches
- Sun Apr 28, 2024 9:07 pm
- Forum: Ideas and Suggestions
- Topic: Allow an encrypted version of the token to be stored
- Replies: 3
- Views: 130
Re: Allow an encrypted version of the token to be stored
Looks like they want to store the game password in an encrypted file on the server host?
- Sat Apr 27, 2024 4:35 pm
- Forum: Ideas and Suggestions
- Topic: Recursive use of Blueprint
- Replies: 20
- Views: 8587
- Sat Apr 27, 2024 4:32 pm
- Forum: Ideas and Suggestions
- Topic: Super force build should be the default.
- Replies: 4
- Views: 179
Re: Super force build should be the default.
Agree that this is a bad idea.
Anyone who wants it can swap the keybinds easily enough.
Anyone who wants it can swap the keybinds easily enough.
- Wed Apr 24, 2024 3:36 pm
- Forum: Ideas and Suggestions
- Topic: Spidertron Improvements , SCOUT and FORMATION
- Replies: 9
- Views: 443
Re: Spidertron Improvements , SCOUT and FORMATION
LoL , i thought its possible in the current version .. its quite annoying to manually move spidertrons to new positions .. that itself is taking 40% of my game play.. You can tell spidertrons to follow other things then repurpose the remote, but the drag-select is 2.0. The two mods I really want to...
- Wed Apr 24, 2024 6:53 am
- Forum: Ideas and Suggestions
- Topic: Spidertron Improvements , SCOUT and FORMATION
- Replies: 9
- Views: 443
Re: Spidertron Improvements , SCOUT and FORMATION
About the formation thing specifically: All you have to do is manually line them up once. When you select them all and move them around, they will stay in that formation exactly as you’d like. It’s practically already a feature. Scouting could be kind of nice, but it seems a little too easy almost....
- Wed Apr 24, 2024 6:51 am
- Forum: Ideas and Suggestions
- Topic: Spidertron: Allow stopping movement when robots are active.
- Replies: 1
- Views: 121
Re: Spidertron: Allow stopping movement when robots are active.
Other considerations: The spidertron must make a choice when a build order cannot be completed due to a lack of items. If the spiderton is moving over a rail line and stops for each rail entity it builds the build order will be slow, and look goofy. It might choose to move until it does not move it...
- Mon Apr 22, 2024 4:18 pm
- Forum: Ideas and Suggestions
- Topic: Hold R to rotate rails in ghost build mode
- Replies: 3
- Views: 202
Re: Hold R to rotate rails in ghost build mode
You're talking about a "radial menu" to set the ghost rail rotation.
Not a bad idea, espeically with the new 16-direction rails.
Not a bad idea, espeically with the new 16-direction rails.
- Fri Apr 19, 2024 7:21 am
- Forum: Off topic
- Topic: Techtonica makes me depressed. Factorio could be real 3D
- Replies: 15
- Views: 968
Re: Techtonica makes me depressed. Factorio could be real 3D
Wow.
Coming to a company's personal forums to make a post saying "come play this instead" is just...
Wow.
(Also, it doesn't appear your game has blueprints, so that's an instant fail)
Coming to a company's personal forums to make a post saying "come play this instead" is just...
Wow.
(Also, it doesn't appear your game has blueprints, so that's an instant fail)
- Wed Apr 17, 2024 10:05 pm
- Forum: Ideas and Suggestions
- Topic: Burrowed Worm Graphics should be Updated.
- Replies: 7
- Views: 415
Re: Burrowed Worm Graphics should be Updated.
Do artillery shells have a damage dropoff?ChefOfRamen wrote: ↑Wed Apr 17, 2024 1:05 pmNope, they have the same health as big worms. It's only the biters+spitters that take multiple shots to kill.
- Wed Apr 17, 2024 7:49 am
- Forum: Ideas and Suggestions
- Topic: Burrowed Worm Graphics should be Updated.
- Replies: 7
- Views: 415
Re: Burrowed Worm Graphics should be Updated.
Behemoths still take 2 shots to kill in vanilla, pretty sure.
Might be only if you're trying to use shells efficiently and aiming between worms?
Might be only if you're trying to use shells efficiently and aiming between worms?
- Mon Apr 15, 2024 4:25 pm
- Forum: Ideas and Suggestions
- Topic: More range on the speaker
- Replies: 15
- Views: 721
Re: More range on the speaker
Yeah, glissando won't sound perfect (can't do that with MIDI-equivilents) but will sound better. The common ones are the "Scientific Pitch Name" and the frequency. Musicians talk in scientific pitch name, oddly enough. As for representing frequencies in low-precision numbers, you want to t...
- Mon Apr 15, 2024 10:51 am
- Forum: Ideas and Suggestions
- Topic: More range on the speaker
- Replies: 15
- Views: 721
Re: More range on the speaker
hehe hehehe he yes i get it hehe heehe Thank you for your attention:) I have attempted to use the violins from the mod linked earlier, and found it difficult, more than using percussion , in that i think it sound much more familiar to hear percussion played as series of notes spaced apart from each...
- Mon Apr 15, 2024 9:09 am
- Forum: Ideas and Suggestions
- Topic: More range on the speaker
- Replies: 15
- Views: 721
- Sun Apr 14, 2024 11:29 am
- Forum: Ideas and Suggestions
- Topic: More range on the speaker
- Replies: 15
- Views: 721
Re: More range on the speaker
If the factorio sound engine could do stuff like that, then the better speaker mod would be a tenth the size it is, and /base wouldn't include sound files for square or saw. And just to avoid a misconception: "Full grand piano range" isn't talking about the instrument, it's talking about t...
- Sat Apr 13, 2024 6:40 pm
- Forum: Ideas and Suggestions
- Topic: More range on the speaker
- Replies: 15
- Views: 721
Re: More range on the speaker
The reason for expanding to full range before adding more instruments is that we can mostly fake most instruments with the ones we have so far, but like you said, we're missing notes. The reason for full grand piano range first is because that covers everything except the ultra-bass instruments, and...
- Sat Apr 13, 2024 12:49 am
- Forum: Ideas and Suggestions
- Topic: Let construction robots place items that were just deconstructed nearby
- Replies: 15
- Views: 747
Re: Let construction robots place items that were just deconstructed nearby
I use the CUT shortcut as a quick way to get a decon planner onto my cursor, so whatever the solution is shouldn't break under that use (it seems such an obvious shortcut). ...how is ctrl x faster than alt d? 1) I didn't know about ALT+D. 2) ALT requires moving my thumb from the centre of the space...
- Fri Apr 12, 2024 6:59 pm
- Forum: Ideas and Suggestions
- Topic: More range on the speaker
- Replies: 15
- Views: 721
Re: More range on the speaker
The ideal priority order for programmable speaker improvements is (imo): Technical improvements that we can't mod in. Then expanding all current tonal sounds to a full grand piano range (A0 to C8) as CyclicSounds. Then adding the missing instruments from the MIDI spec with their full ranges (also as...
- Fri Apr 12, 2024 6:28 pm
- Forum: Ideas and Suggestions
- Topic: Let construction robots place items that were just deconstructed nearby
- Replies: 15
- Views: 747
Re: Let construction robots place items that were just deconstructed nearby
I use the CUT shortcut as a quick way to get a decon planner onto my cursor, so whatever the solution is shouldn't break under that use (it seems such an obvious shortcut). ...how is ctrl x faster than alt d? 1) I didn't know about ALT+D. 2) ALT requires moving my thumb from the centre of the space...
- Thu Apr 11, 2024 9:15 pm
- Forum: Ideas and Suggestions
- Topic: Let construction robots place items that were just deconstructed nearby
- Replies: 15
- Views: 747
Re: Let construction robots place items that were just deconstructed nearby
Maybe by having the bots pausing for some seconds after deconstructing, to see if you paste the items you've just cut? I don't think those extra seconds before they head back to the mall to drop their load if you don't paste the recently removed items will make a significant difference. Or if cut w...
- Thu Apr 11, 2024 11:53 am
- Forum: Ideas and Suggestions
- Topic: Future plan Suggestion: factorio + starcraft
- Replies: 3
- Views: 690
Re: Future plan Suggestion: factorio + starcraft
Someone's already done this in full: https://mods.factorio.com/user/heyqule