Search found 98 matches
- Mon Nov 11, 2024 3:30 pm
- Forum: General discussion
- Topic: Reverse Planet Order
- Replies: 8
- Views: 2926
Re: Reverse Planet Order
I chose Gleba first, because I wanted to get its rewards (rocket turret, advanced asteroid processing, epic quality) before going anywhere else. About two weeks real time after landing (averaging several hours a day) I'm still there, have got a reliable ore-producing factory set up, currently still ...
- Sat Nov 09, 2024 10:33 pm
- Forum: Ideas and Suggestions
- Topic: Specify destination inventory for inserters
- Replies: 5
- Views: 245
Re: Specify destination inventory for inserters
I did actually originally want to suggest adding a "Rocket part assembler" entity, which'd be a standard 3x3 assembler with a different look that would only allow placement directly adjacent to a rocket silo - then, rocket part ingredients would have to be inserted into the assembler, whil...
- Sat Nov 09, 2024 7:53 pm
- Forum: Ideas and Suggestions
- Topic: Specify destination inventory for inserters
- Replies: 5
- Views: 245
Specify destination inventory for inserters
What: If an inserter is pointing to a rocket silo, you should be able to click on the inserter and then configure it to either: 1. Insert into recipe ingredients or 2. Insert into cargo. Why: Currently this is a Bad New Player* Experience. *of Space Age at least As described here , and also here , c...
- Fri Sep 22, 2023 2:21 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 227
- Views: 68473
Re: Friday Facts #377 - New new rails
One thing I would love to see would be a rail planner that allowed you to plan long distance rails with multiple parallel tracks and the ability to separately (and/or together) route around trees, rocks, or cliffs. Personally, I really hate harming trees, and can't harm cliffs until I have cliff ex...
- Fri Sep 22, 2023 2:10 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 227
- Views: 68473
Re: Friday Facts #377 - New new rails
What does a roundabout look like now? I'd like to see this too. My standard rail building method one I've not really seen elsewhere, but I just like it: 3 tracks, 2 spaces between each, middle rail reserved for 2-way manual use, signals on the inside of the outer rails (so trains drive on the left)...
- Mon Nov 11, 2019 1:24 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 84575
Re: Friday Facts #320 - Color correction
Loving the new colouring.
Perhaps darker/less saturated tones could be used when in a polluted area though? Then you would really feel the effect of destroying the native area.
Perhaps darker/less saturated tones could be used when in a polluted area though? Then you would really feel the effect of destroying the native area.
- Wed Apr 24, 2019 12:45 pm
- Forum: Ideas and Suggestions
- Topic: Return the object avoidance mode for ghost rail building
- Replies: 21
- Views: 8374
Re: Return the object avoidance mode for ghost rail building
I play with a self imposed challenge of avoiding chopping trees unless reasonably necessary. I don't want to accidentally destroy a tree while building rails. When you are planning a long rail line, zoomed far out, it isn't always obvious if something would be deconstructed. The previously existing ...
- Mon Apr 15, 2019 11:58 am
- Forum: Ideas and Suggestions
- Topic: Vehicle manufacturing buildings (No vehicles in inventory)
- Replies: 7
- Views: 4245
Re: Vehicle manufacturing buildings (No vehicles in inventory)
I love this whole idea!
Doubt this will make it into vanilla, but even a mod to do this would be fantastic.
Doubt this will make it into vanilla, but even a mod to do this would be fantastic.
- Mon Apr 15, 2019 7:13 am
- Forum: Ideas and Suggestions
- Topic: Return the object avoidance mode for ghost rail building
- Replies: 21
- Views: 8374
Re: Return the object avoidance mode for ghost rail building
+5 Feels very frustrating to see the devs handwave away removal of functionality as streamlining. I almost always use the "rail planner avoiding obstacles" mode, even if not to build directly in that mode, but simply to have the rail layout highlighted, while tapping shift to tell me if it...
- Wed Apr 10, 2019 12:13 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Editor Shift Drag Box / Rectangle selection in Blueprint Editor
- Replies: 6
- Views: 2914
Re: Blueprint Editor Shift Drag Box
+1
I would also suggest making it so that if you drag a blueprint along the ground then it places copies in a straight line - and in a rectangular grid if you drag diagonally - instead of wherever. Prime example: placing long, wide areas of transport belt.
I would also suggest making it so that if you drag a blueprint along the ground then it places copies in a straight line - and in a rectangular grid if you drag diagonally - instead of wherever. Prime example: placing long, wide areas of transport belt.
- Wed Apr 10, 2019 12:10 pm
- Forum: Ideas and Suggestions
- Topic: Store save for joining player as autosave and reset autosave timer
- Replies: 1
- Views: 1133
- Fri Mar 08, 2019 1:03 pm
- Forum: Ideas and Suggestions
- Topic: Factorio needs to be brighter (w/ images and source code)
- Replies: 27
- Views: 10742
Re: Factorio needs to be brighter (w/ images and source code)
Sounds like the topic needs renaming from "Factorio needs to be brighter" to "Factorio needs a gamma slider". And with less dubious software to painstakingly rewrite all your images when you could just fiddle with the colour curves in your display settings instead. (There's a way...
- Fri Mar 08, 2019 8:18 am
- Forum: Ideas and Suggestions
- Topic: Cursor placement in "Select a signal"
- Replies: 46
- Views: 16039
Re: ui-qol: combinator constant input field pre-select
By clicking the selector, you'd be acknowledging that the other controls will be disabled while you select a signal or input a constant, an action that would take tiny amounts of time if this change were implemented. No, I wouldn't be. There is no indication immediately on the signal selector that ...
- Thu Mar 07, 2019 1:13 pm
- Forum: Implemented Suggestions
- Topic: [0.17.7] Naming inconsistency between toolbar and 'controls' settings
- Replies: 2
- Views: 1800
Re: [0.17.7] Naming inconsistency between toolbar and 'controls' settings
+1 though I have no idea what a good name for this would be. "Show extended info" doesn't really convey its meaning either.
- Thu Mar 07, 2019 1:11 pm
- Forum: Ideas and Suggestions
- Topic: Quickbar, replace slot with current item
- Replies: 7
- Views: 3950
Re: Quickbar, replace slot with current item
+1
If right click overwrites a used slot with the item in hand, perhaps right clicking a used slot without any item in hand should also clear it? Then middle click wouldn't be needed at all.
If right click overwrites a used slot with the item in hand, perhaps right clicking a used slot without any item in hand should also clear it? Then middle click wouldn't be needed at all.
- Thu Mar 07, 2019 1:00 pm
- Forum: Ideas and Suggestions
- Topic: Cursor placement in "Select a signal"
- Replies: 46
- Views: 16039
Re: ui-qol: combinator constant input field pre-select
Automatically selecting the first required field is just good UI form design. This is basic stuff. At worst, a Tab should take you to that field. it's not a required field, it's not in a form, tab changes weapon. But if it was a web doc not a game I would agree on all 3 points Why not just add an e...
- Wed Mar 06, 2019 12:59 pm
- Forum: Ideas and Suggestions
- Topic: Rearranging/renumbering toolbelt rows
- Replies: 1
- Views: 1213
Re: Rearranging/renumbering toolbelt rows
I would like to propose that the square that has the number on it is draggable, and that drags the entire row as a whole. Dragging this row up or down would move the others around, like you're "inserting" the row in a different position. After the player releases the mouse button, the row...
- Wed Mar 06, 2019 12:58 pm
- Forum: Ideas and Suggestions
- Topic: [0.17] Reorganize Research Queue
- Replies: 43
- Views: 13558
Re: [0.17] Reorganize Research Queue
There's really no reason it shouldn't allow as many researches queued up as you want, if it had a horizontal scrollbar.
- Wed Mar 06, 2019 6:56 am
- Forum: Ideas and Suggestions
- Topic: Better mechanism for hand building over ghosts before robots
- Replies: 66
- Views: 16034
Re: Better mechanism for hand building over ghosts before robots
How about a compromise that doesn't overpower hand-auto-building: Either: 1. You have to click (or click and drag over) each ghost you want to build (with no item selected), it then builds it as long as you have the item in your inventory. Or: 2. You have to walk over each ghost you want to build, t...
- Wed Mar 06, 2019 6:52 am
- Forum: Ideas and Suggestions
- Topic: Using Arrow Keys for Instant Item Direction; In Addition to Rotating with R and Shift-R
- Replies: 12
- Views: 4188
Re: Using Arrow Keys for Instant Item Direction; In Addition to Rotating with R and Shift-R
Ok, agreed, it was a silly idea, I hadn't thought of that. Arrow keys works I guess!