Search found 35 matches
- Fri Oct 11, 2024 3:28 pm
- Forum: Ideas and Suggestions
- Topic: Science Pack Quality - density and secret research
- Replies: 2
- Views: 1632
Science Pack Quality - density and secret research
TL;DR It would be nice if higher quality Science Packs were denser and gave you access to secret research. What ? So AFAIK Quality modifiers for Science Packs are rather pointless at the moment since they weren't announced to be doing anything. Fair enough, something like a 30% boost to amount of r...
- Sat Sep 14, 2024 7:50 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 16659
Re: Friday Facts #428 - Reactor & Logistics circuit control
Since we're talking about logistics, would be nice to get a "passive requester chest" / separate option to "request from storage / provider / buffer chests" - viewtopic.php?p=593619#p593619 .
- Sat Jul 27, 2024 7:53 am
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 22153
Re: Friday Facts #421 - Optimizations 2.0
Speaking of roboports with large coverage, there is one aspect I'd love to see improved - smarter large-scale deconstruction. So I've been playing Space Exploration and I've explored my home planet by pushing out a tiled Roboport + radar + power blueprint. But once biters have been cleared out of th...
- Sat Jan 27, 2024 11:45 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 140
- Views: 30025
Re: Friday Facts #395 - Generic interrupts and Train stop priority
Overall, this sounds like a good set of changes. I guess it addresses my current biggest gripe with trains in Space Exploration mod - https://forums.factorio.com/viewtopic.php?p=593810#p593810 that I'm not able to somehow implement priority based on last time a stop was visited by a train. I'm guess...
- Fri Dec 15, 2023 9:44 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 153
- Views: 36636
Re: Friday Facts #389 - Train control improvements
I love these changes! I really like the interrupt one since I have had to implement too many "add a parking to my Space Exploration logistics in case something is too full". I am also looking forward to the train groups so I don't have to copy paste the same train schedule too many times! ...
- Sat Dec 02, 2023 10:03 am
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 172
- Views: 54618
Re: Friday Facts #387 - Swimming in lava
I'm loving this FFF! The new miner is addressing one gripe I had while playing Space Exploration mod for about 900 hours now - that setting up new mining bases is a chore and not that fun. I'm glad the new miners are way more powerful than the existing ones, plus getting more yield so I don't have t...
- Tue Nov 21, 2023 2:40 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 70211
Re: Friday Facts #384 - Combinators 2.0
Would be nice if with Combinators 2.0 we'd get some logic latch - viewtopic.php?f=6&t=109813
- Tue Nov 21, 2023 2:40 am
- Forum: Ideas and Suggestions
- Topic: Add a logic latch as a default with Combinators 2.0
- Replies: 6
- Views: 1488
Add a logic latch as a default with Combinators 2.0
TL;DR Add a logic latch as a default logic functions with Combinators 2.0 (https://www.factorio.com/blog/post/fff-384) What ? It would be nice if, with Combinators 2.0, we could get a simple logic latch logic in our inserters / pumps, etc. Basically something like you'd see with Oxygen Not Included...
- Fri Nov 17, 2023 9:11 am
- Forum: Ideas and Suggestions
- Topic: Edit blueprint / Blueprint Creative Mode: Create/Edit/Test
- Replies: 7
- Views: 6127
Re: Edit blueprint / Blueprint Creative Mode: Create/Edit/Test
I would very much like an editor for blueprints. It's a pain in the ass when you miss one pipe and have to place an entire blueprint just to add it in! Or when you want to rename a train station, or change a Buffer Chest / Requester Chest items, etc. There are many things I'd love to be able to edit...
- Fri Nov 17, 2023 9:09 am
- Forum: Ideas and Suggestions
- Topic: Blueprint Edit - Ability to Zoom In/Out
- Replies: 51
- Views: 23001
Re: Blueprint Edit - Ability to Zoom In/Out
I would very much like to be able to zoom in on blueprints!
- Fri Nov 17, 2023 8:54 am
- Forum: Ideas and Suggestions
- Topic: Add a visual performance profiler
- Replies: 1
- Views: 487
Add a visual performance profiler
TL;DR Add a visual performance profiler that lets people know at a glance why their game has low UPS. What ? Dyson Sphere Program has a great statistics panel called Performance Test - https://www.techpowerup.com/forums/attachments/dyson1-jpg.243504/ . It is kind of like Factorio's F4 debug menu, e...
- Fri Nov 17, 2023 7:09 am
- Forum: Ideas and Suggestions
- Topic: Passive Requester Chests
- Replies: 18
- Views: 4310
Re: Passive Requester Chests
This will not be an issue in 2.0 when we can make robot requests to roboports. It's fine that they will carry items all the way to the central storage, but the important bit is that they arrive to the pickup location fast every time they are needed. Fast / smart robots won't fix the issue. You will...
- Fri Nov 10, 2023 9:38 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 70211
Re: Friday Facts #384 - Combinators 2.0
One thing I'd love to see is this scenario: I have two big chests from Space Exploration loading my train with 2 wagons. I have a Storage Chest feeding excess material into one of them. I want to balance items between them. Since the chests are big enough for me to put Inserters between them, I can ...
- Sat Nov 04, 2023 12:29 am
- Forum: Modding interface requests
- Topic: Expose some backend for trains choosing where to go
- Replies: 5
- Views: 1049
- Fri Nov 03, 2023 7:54 pm
- Forum: Modding interface requests
- Topic: Expose some backend for trains choosing where to go
- Replies: 5
- Views: 1049
Expose some backend for trains choosing where to go
TL;DR It would be nice if we could mod the train behaviour when it is choosing which station to go to next - being able to select specific stations to go to based on our own criteria. What ? It would be nice to have some power to tell the trains where to go. I know exposing pathfinding and the whol...
- Fri Nov 03, 2023 7:24 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 174
- Views: 42262
Re: Friday Facts #383 - Super force building
I think some of the upgrades explained in FFF are coming to the base game when the DLC releases, so you might not be paying for things like this FFF, or Smater Bots or the like...
- Fri Nov 03, 2023 6:33 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 174
- Views: 42262
Re: Friday Facts #383 - Super force building
Can we get those kinds of updates into the game now rather than have to wait for the DLC?
- Fri Nov 03, 2023 9:56 am
- Forum: Ideas and Suggestions
- Topic: Passive Requester Chests
- Replies: 18
- Views: 4310
Re: Passive Requester Chests
Another problem with the current setup - Storage Chests with at least 1 of any given item have a higher priority than Storage Chests with a filter. So if you want to, say, have a Storage Chest where you return deconstructed items like Assemblers, if any other Storage Chest in the network has that it...
- Tue Oct 31, 2023 12:46 am
- Forum: Modding discussion
- Topic: Is there a place where we can see the base Factorio logic so we can mod it?
- Replies: 1
- Views: 618
Is there a place where we can see the base Factorio logic so we can mod it?
I'm currently looking into maybe getting started with a mod that changes some train logic (namely - which train stop they select to go to). I'm wondering if there is some place where we can find the base game logic that is being used for these kind of things so I can see how it's currently done and ...
- Wed Oct 25, 2023 9:29 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint separate wires
- Replies: 4
- Views: 1239
Strict wire placement for blueprints
TL;DR It would be nice to have an option for blueprints to force strict wire placement - when the new poles are placed they ONLY connect to what is in the blueprint. What ? It would be nice to have an option for blueprints to force strict wire placement. Basically - any power pole that is a part of...