Search found 1133 matches
- Thu Nov 07, 2024 10:12 am
- Forum: Ideas and Suggestions
- Topic: Add abbreviation "h" for 100 in number boxes, like "k" for 1000
- Replies: 0
- Views: 59
Add abbreviation "h" for 100 in number boxes, like "k" for 1000
Currently, abbreviations for various numbers are "k" for 1000, "M" for 1000000, and "G" for 1000000000. These can be used when setting circuit network or other number box values for quicker typing. I propose the addition of the abbreviation "h" for 100. I comm...
- Sun Nov 03, 2024 1:37 am
- Forum: Ideas and Suggestions
- Topic: Add More Parameter Signals
- Replies: 1
- Views: 174
Add More Parameter Signals
Currently, there are ten parameter signals, which are very useful. However, they would be even more useful if there were more signals. Currently, if you want to make a generic crafting blueprint with two machines (so both take out of the same chest), you can only use it when the number of ingredient...
- Sun Nov 03, 2024 1:30 am
- Forum: Ideas and Suggestions
- Topic: Please add a button to add a new blueprint parameter variable
- Replies: 29
- Views: 1851
Re: Please add a button to add a new blueprint parameter variable
I also would like a way to add more parameters without adding "dummy combinators."
- Sun Oct 27, 2024 5:40 am
- Forum: Implemented Suggestions
- Topic: Car/Tank/Vehicle Auto-Logistics
- Replies: 7
- Views: 3305
Re: Car/Tank/Vehicle Auto-Logistics
This has been implemented in 1.0/2.0. In 1.0 Spidertrons were added, which have logistic slots. Now in 2.0, tanks get logistic slots when you unlock the logistic network research.
- Sat Oct 26, 2024 6:13 pm
- Forum: Gameplay Help
- Topic: Display Panel "Input Count" in message?
- Replies: 2
- Views: 414
Display Panel "Input Count" in message?
Am I missing something, or is there no way to get a display panel to show the signal count as the message content other than by making a separate message for each possible input count? I thought this was the main point of the display panel.
- Sat Oct 26, 2024 6:48 am
- Forum: General discussion
- Topic: Has the best order to make science packs changed?
- Replies: 3
- Views: 851
Has the best order to make science packs changed?
In previous versions, I always researched utility science pack first because I wanted logistic network, and then production science pack afterward for things like assembler mk 3 & express belts. In this space age, logistic network uses space science instead of utility science, so utility science...
- Tue Oct 22, 2024 4:06 am
- Forum: Not a bug
- Topic: Research: search for 'quality' doesn't show quality module 3.
- Replies: 1
- Views: 202
Re: Research: search for 'quality' doesn't show quality module 3.
This is not a bug. Searching in the research menu only shows previously-researched technologies and the next available technology in a series. If you research quality module 2, then module 3 will become visible. The same happens with infinite research. 10-21-2024, 21-06-12.png 10-21-2024, 21-04-39.p...
- Tue Oct 22, 2024 3:57 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.8] "Huge Rock" not listed in deconstruction planner filters
- Replies: 1
- Views: 581
[2.0.8] "Huge Rock" not listed in deconstruction planner filters
The huge rock drops coal, so it is important to be able to mark it for deconstruction specifically during the early game so that you can see where to mine coal quickly. In previous versions, it was listed for deconstruction, but in 2.0.8 it is no longer possible to mark the huge rock for deconstruct...
- Mon Oct 21, 2024 9:51 pm
- Forum: News
- Topic: Factorio: Space Age is here!
- Replies: 119
- Views: 44593
Re: Factorio: Space Age is here!
I bought the expansion from the website and it worked correctly with no problems.
- Fri Aug 23, 2024 4:53 am
- Forum: Duplicates
- Topic: [1.1.110] Changing "copy/paste entity settings" control causes inventory filters to not be copied with the new controls.
- Replies: 1
- Views: 225
[1.1.110] Changing "copy/paste entity settings" control causes inventory filters to not be copied with the new controls.
When I download a new installation of the game, I am able to copy inventory filters using shift + left and shift + right click. However, if I change them to 'y' and 'p', these settings do not work for copying and pasting inventory filters from one inventory slot to another inventory slot, e. g. when...
- Sun Aug 18, 2024 11:58 pm
- Forum: Balancing
- Topic: Shotgun is embarrassingly bad right now
- Replies: 81
- Views: 38654
Re: Shotgun is embarrassingly bad right now
...it does have to compete with the much higher damage and utility of the Flamethrower, and the much longer range and still very respectable damage of the Rocket Launcher. Essentially both Rocket Launcher and Flamethrower allow eliminating targets WITHOUT getting spat at (much). Furthermore when yo...
- Fri May 03, 2024 5:26 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 36249
Re: Friday Facts #409 - Diminishing beacons
I personally like these changes. I saw rumors online about beacon changes and was worried that they be essentially a nerf to make beacons undesirable: I like that this is primarily a buff of few-beacon desings instead of a change to force people away from many-beacon designs.
- Wed Apr 24, 2024 4:31 am
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 142
- Views: 36641
Re: Friday Facts #392 - Parametrised blueprints
It's "parameterisation" (UK) or "parameterization" (US)... pretty sure it is "parametrisation" nowhere? That's how it's spelled in french, but apparently it's also a valid spelling in english , or at least in mathematics. In mathematics, and more specifically in geomet...
- Sat Mar 23, 2024 6:42 am
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 132
- Views: 29527
Re: Friday Facts #403 - Train stops 2.0
To round out the improvements to remote access, I would like to suggest a fuel drone, something like a long distance drone that will carry 1 stack of fuel to a train that has run out. The awesome solution would be something like these IRL long-distance drones that deliver medical supplies to remote...
- Fri Feb 23, 2024 7:04 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 295
- Views: 65832
Re: Friday Facts #399 - Trash to Treasure
Quality is something that feasibly can be turned off. One screenshot here lists scrap recycling under "quality". So it doesn't look like it can be turned off :/ Even if quality could not be turned off, quality items are not produced unless you put quality modules in your machines. If you ...
- Thu Jan 18, 2024 4:51 pm
- Forum: Releases
- Topic: Version 1.1.102
- Replies: 2
- Views: 6777
Re: Version 1.1.102
All the better for "cheating" to see what has been generated without using /editor and savescumming.FactorioBot wrote: ↑Thu Jan 18, 2024 12:56 pm Debug
- Added show_generated_chunks debug option which shows uncharted yet generated chunks on the map.
- Sat Jan 13, 2024 4:09 am
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 66349
Re: Friday Facts #393 - Putting things on top of other things
Pretty sure during the Quality discussion, most people came to the conclusion that items with different Qualities don't stack. That Quality FFF (https://factorio.com/blog/post/fff-375) show its possible to use splitters with only quality as a filter condition. If different Qualities items don't mix...
- Fri Jan 12, 2024 4:20 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 66349
Re: Friday Facts #393 - Putting things on top of other things
Is it just me or does the second to last animation have two states? It seems to move some time and stay still some time. Someone else mentioned that lag would make the animation worse, but I do not think so: as the game lags, the belt speed would also decrease, whereas these belts move at full speed...
- Fri Jan 05, 2024 9:52 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 142
- Views: 36641
Re: Friday Facts #392 - Parametrised blueprints
Instead of a fixed number of signals from 0-9 I would recommend a tag/name based system. I agree that names would be better, but if you look at what happens when changing the parameters, you see that originally the variable signals are in the blueprint, and later they are changed to your selection:...
- Fri Jan 05, 2024 9:30 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 142
- Views: 36641
Re: Friday Facts #392 - Parametrised blueprints
If Factorio is like programming, you just added Vim, when before we only had notepad.
(To be clear, I like Vim.)
(To be clear, I like Vim.)