I'm actually surprised I totally missed that when I read that FFF.
Boskid, after Kovrex for creating this great game, you are my Factorio Hero! And StrangePan too for actually implementing this.
Search found 104 matches
- Tue May 28, 2024 8:36 pm
- Forum: Implemented in 2.0
- Topic: Being able to move map tags once placed
- Replies: 25
- Views: 7778
- Tue May 28, 2024 4:43 pm
- Forum: Implemented in 2.0
- Topic: Being able to move map tags once placed
- Replies: 25
- Views: 7778
Re: Being able to move map tags once placed
Bump to the top! Can we pretty please, with a cherry on top and a Dr. Pepper, get this for 2.0? Just add a pin to the edit box of tags. When a new tag is made, once the player places it down, it is automatically pinned in place. If the player then realizes, "Oops, tag is in the wrong spot,"...
- Tue May 28, 2024 4:27 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Epic: being a rich guy (being "rich": more enjoyable)
- Replies: 15
- Views: 21027
Re: Epic: being a rich guy (being "rich": more enjoyable)
Going back and reviewing these old suggestions while getting ready to add a new one of my own... I see this suggestion and I think "A 10k science/minute megabase with all legendary 5 components as shown in recent FFFs."
Also, the ability to build a house for my engineer.
Also, the ability to build a house for my engineer.
- Mon Dec 19, 2022 10:15 pm
- Forum: Ideas and Suggestions
- Topic: Player Construction Bot Logic Improvement #2
- Replies: 3
- Views: 855
Re: Player Construction Bot Logic Improvement #2
I'd like to clarify, I can understand why this idea wouldn't be implemented for factory bots. The scales at which mega factories can reach could potentially add an enormous amount of overhead.
This is why I really only propose this idea for the players own personal construction bots.
This is why I really only propose this idea for the players own personal construction bots.
- Mon Dec 19, 2022 5:59 pm
- Forum: Ideas and Suggestions
- Topic: Player Construction Bot Logic Improvement #2
- Replies: 3
- Views: 855
Re: Player Construction Bot Logic Improvement #2
Yeah, factory construction bots I don't really have an issue with. Once you are just throwing out blueprints and the factory is building it, you can just leave and move on to the next area instead. It only really matters early game, when building remote outposts and when doing custom stuff like test...
- Mon Dec 19, 2022 8:28 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 62172
Re: Personal robots prioritizing nearest first
O.o this is an old thread lol. Be so much better though, cause I just scoot my character about to keep things building fast. As it is, I find myself breaking my blueprints down into smaller and smaller chunks and then placing them in tiny bite size pieces for faster building.
- Mon Dec 19, 2022 8:24 am
- Forum: Ideas and Suggestions
- Topic: Blueprints Improvement, Build Orders
- Replies: 3
- Views: 1111
Re: Blueprints Improvement, Build Orders
I'd like to be able to edit/assign a build order in the print itself when making a blueprint. This way, bots build it exactly the same way everytime in the exact same order. Mostly, I'd like this of building defensive walls with turrets and power and belt fed ammunition. I can't count the number of ...
- Mon Dec 19, 2022 2:13 am
- Forum: Ideas and Suggestions
- Topic: Blueprints Improvement, Build Orders
- Replies: 3
- Views: 1111
Blueprints Improvement, Build Orders
I would like to suggest that when making a blueprint, we should be able to set a build order for what components get built first. Most of the time, this doesn't matter too much. However, when building walls and other combat related structures, this can be crucial at times, particularly when creeping...
- Mon Dec 19, 2022 1:48 am
- Forum: Ideas and Suggestions
- Topic: Player Construction Bot Logic Improvement #2
- Replies: 3
- Views: 855
Player Construction Bot Logic Improvement #2
This is another idea, different from my other thread to improve player construction bots, and in this one I want to suggest that the game perform a battery check on every player construction bot when either taking an item out of the players inventory or returning an item prior to departure. If the c...
- Mon Dec 19, 2022 1:36 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 62172
Player Construction Bot Logic Improvement
I would like to see the logic controlling player construction bots, those in a players inventory and using the players personal roboports, changed to build/deconstruct outwards, concentric, from the player. It is so annoying to watch your bots take off for Antartica to build when there are tons of t...
- Sat May 11, 2019 4:24 am
- Forum: News
- Topic: Friday Facts #294 - Blog thoughts & Lua documentation improvements
- Replies: 48
- Views: 22093
Re: Friday Facts #294 - Blog thoughts & Lua documentation improvements
What I think is: Thank you. Thank you for these blog posts. They really tell a tale that I wish all studios told. They tell a tale I wish all gamers read. They tell a tale of honesty and hard work. They set, in my opinion, the gold standard for developer transparency and communication.
- Mon May 06, 2019 2:38 pm
- Forum: General discussion
- Topic: Factorio annotated roadmap - 0.17+
- Replies: 68
- Views: 61704
Re: Factorio annotated roadmap - 0.17+
I would not call the "fluid makes sense" changes minor. I would list them as a major feature. To me, this will be a feature far far far more important than the map generation changes.
- Fri May 03, 2019 1:07 am
- Forum: Mods
- Topic: [Mod 1.1] Power Armor MK3
- Replies: 100
- Views: 62373
Re: [Mod 0.17] Power Armor MK3
Latest version of the beta broke this mod. I am getting the following with the 17.35 update: Failed to load mods: __Power Armor MK3__/data.lua:1: __Power Armor MK3__/prototypes/item/power-armor-mk3.lua:1:attempt to index field 'player' (a nil value) stack traceback: __Power Armor MK3__/prototypes/i...
- Thu May 02, 2019 4:38 pm
- Forum: Mods
- Topic: [Mod 1.1] Power Armor MK3
- Replies: 100
- Views: 62373
Re: [Mod 0.17] Power Armor MK3
Since no one has given feedback to the shielded singularity so far, I decided to give some. Although it is really a cool idea and the logical successor to the fusion energy, I'm afraid it is just an unneccessary addition due to the simple lack of demand. Why would you need it? It gives 3MW of power...
- Thu May 02, 2019 4:08 pm
- Forum: Mods
- Topic: [Mod 1.1] Power Armor MK3
- Replies: 100
- Views: 62373
Re: [Mod 0.17] Power Armor MK3
Latest version of the beta broke this mod. I am getting the following with the 17.35 update: Failed to load mods: __Power Armor MK3__/data.lua:1: __Power Armor MK3__/prototypes/item/power-armor-mk3.lua:1:attempt to index field 'player' (a nil value) stack traceback: __Power Armor MK3__/prototypes/it...
- Wed May 01, 2019 7:41 pm
- Forum: General discussion
- Topic: New Fluid System
- Replies: 1
- Views: 1362
Re: New Fluid System
Nevermind on the second part, I found the FFF I had been digging for and reading it and comparing it to what we have now, I can see the flowrate information I am seeking won't be available until the final 2 part fluid system is released.
- Wed May 01, 2019 7:12 pm
- Forum: General discussion
- Topic: New Fluid System
- Replies: 1
- Views: 1362
New Fluid System
Anyone know when the new 2 cycle fluid system is supposed to be released? Also, anyone what the flowrate capacity is for a section of pipe? And before some idiot says "Google it", I have and everything is either old, or doesn't pertain to the question. Not directly at any rate. They all ta...
- Tue Apr 30, 2019 8:00 pm
- Forum: Mods
- Topic: [MOD 0.17] Ore and plate compress
- Replies: 39
- Views: 15710
Re: [MOD 0.17] Ore and plate compress
Ah, I hadn't even though to look under research since I was in the middle of worker speed 10.
- Tue Apr 30, 2019 6:11 pm
- Forum: Mods
- Topic: [MOD 0.17] Ore and plate compress
- Replies: 39
- Views: 15710
Re: [MOD 0.17] Ore and plate compress
I'd seen the smaller version of Deadlock's mod, I also have Noxxy's Stack Multiplier, but it is disabled atm. If I could specify what items I want to increase the stack size for, that would be one thing, but I do not like it increasing the stack sizes for everything. You can quickly reach points whe...
- Tue Apr 30, 2019 10:04 am
- Forum: Mods
- Topic: [MOD 0.17] Ore and plate compress
- Replies: 39
- Views: 15710