Search found 35 matches

by ThePiachu
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...
by ThePiachu
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 .
by ThePiachu
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...
by ThePiachu
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...
by ThePiachu
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! ...
by ThePiachu
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...
by ThePiachu
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
by ThePiachu
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...
by ThePiachu
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...
by ThePiachu
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!
by ThePiachu
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...
by ThePiachu
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...
by ThePiachu
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 ...
by ThePiachu
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

Re: Expose some backend for trains choosing where to go

robot256 wrote: ↑Fri Nov 03, 2023 11:47 pm Logistic Train Network does all this already. It uses temporary stops at specific rail segments to set which stop of the same name is selected.
Doesn't work with SE too well and I don't think it balances priorities of stops to balance production.
by ThePiachu
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...
by ThePiachu
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

laethos wrote: ↑Fri Nov 03, 2023 7:22 pm Also putting these changes in the DLC makes good business sense - it makes the upgrade more worthwhile to pay for.
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...
by ThePiachu
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?
by ThePiachu
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...
by ThePiachu
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 ...
by ThePiachu
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...

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