Search found 493 matches
- Mon Nov 23, 2020 6:22 pm
- Forum: Ideas and Suggestions
- Topic: Don't allow players to see servers they are unable to join.
- Replies: 15
- Views: 2623
Re: Don't allow players to see servers they are unable to join.
IMO a simple marker plus a filter whether a server has a whitelist is enough, [...] If a server has a whitelist, odds are that those on the list already know that they are on it, and also know what exact server they are looking for. Completely (and unconditionally) removing servers from the list wh...
- Mon Nov 23, 2020 2:55 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Reactors BluePrint Cloning
- Replies: 20
- Views: 7574
Re: Nuclear Reactors BluePrint Cloning
I would say it is a fairly major change to the current gameplay In my POV, it's not entirely true : It will change nothing for the game play, people are still free to use as many different power plant BP they want, but there is at least a way to go big if necessary without the computer making calcu...
- Mon Nov 23, 2020 8:06 am
- Forum: Ideas and Suggestions
- Topic: Don't allow players to see servers they are unable to join.
- Replies: 15
- Views: 2623
Re: Don't allow players to see servers they are unable to join.
I'm not sure this is possible. If the whitelist/blacklist are not public, but processed on login attempt (which would make total sense from a developer's standpoint), that would mean the game would have to try and connect to all public servers just to hide those on which connection fails, for every...
- Sun Nov 22, 2020 7:19 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Reactors BluePrint Cloning
- Replies: 20
- Views: 7574
Re: Nuclear Reactors BluePrint Cloning
Reminds me to https://forums.factorio.com/viewtopic.php?f=6&t=82060 Optimization idea: abstraction That was my first thought too, but the concept is a bit different. For "abstraction" the idea amounts to somehow validating a set of things can be replaced with a simpler model, then usi...
- Sat Nov 21, 2020 8:30 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 514840
Re: Simple Questions and Short Answers
Had a similar final thought but could not come up with these precise numbers. Thanks for the work. Exactly what i need. Did you calculate them by yourself or could you provide an additional link for an according tool? I'm not aware of a tool that works in wagons; all calculators I've seen are desig...
- Sat Nov 21, 2020 8:05 am
- Forum: Technical Help
- Topic: Multiplayer game inside GUI binds to temporary IPv6
- Replies: 10
- Views: 2899
Re: Multiplayer game inside GUI binds to temporary IPv6
I'm not sure if the "--bind" option works as with a headless server. But if not, another (less preferable) option is to disable temporary IPv6 addresses at the OS level. Well using "--bind" with the headless server works, but has the undesireable sideeffect to run the game twice...
- Fri Nov 20, 2020 7:12 pm
- Forum: Gameplay Help
- Topic: Lamp showing if an inserter is active
- Replies: 4
- Views: 2074
Re: Lamp showing if an inserter is active
Id like a simple lamp showing if an inserter is active or not, preferably without repeating the condition that determines if it should be active or not (so it's easier to copy it). The inserter has a small lamp on the top left that is red or green, based on its status. I'd simply like the same lamp...
- Fri Nov 20, 2020 5:07 pm
- Forum: Ideas and Suggestions
- Topic: Copy/Paste Train Conditions
- Replies: 25
- Views: 46229
Re: Copy/Paste Train Conditions
something simple like ctrl+click/shift+click where you copy and paste conditions from one station to another in the same list. that seems fine. Copy/paste something like you describe is interesting if it appends the conditions rather than replaces existing ones because it's quick to delete if you c...
- Tue Nov 17, 2020 11:42 am
- Forum: Technical Help
- Topic: Multiplayer game inside GUI binds to temporary IPv6
- Replies: 10
- Views: 2899
Re: Multiplayer game inside GUI binds to temporary IPv6
This problem also exists for multi-homed IPv4 hosts. The server listens on every address but only replies back from one. So if the server has has for example both 192.168.1.4 and 10.0.0.20 as IPv4 addresses, it chooses one and only ever use that as the source address to reply back with even if the ...
- Fri Nov 13, 2020 7:05 pm
- Forum: Ideas and Suggestions
- Topic: [obsolete after V1.1] New Train stop condition: Next stop not deactivated
- Replies: 16
- Views: 4559
Re: New Train stop condition: Next stop not deactivated
... you can limit the trains for stations to decrease unneccessary train movements in V1.1, but one thing you can not achieve: That the full trains from far away stations are able to wait in a stacker NEAR to where they are needed til they are needed (Without laying down a ton of circuit logic). &q...
- Tue Nov 10, 2020 3:41 pm
- Forum: Gameplay Help
- Topic: Why dont trains never use my second stop?
- Replies: 6
- Views: 2190
- Tue Nov 10, 2020 3:12 pm
- Forum: Gameplay Help
- Topic: Why dont trains never use my second stop?
- Replies: 6
- Views: 2190
Re: Why dont trains never use my second stop?
On this second picture, i wonder why there is light in the train stop signal at the buttom and not on the top one. Could someone please explain me that? maybe that is the reason why the trains will not go to both stops. Train stop indicators However I can't immediately see what the issue is. Best t...
- Sun Nov 08, 2020 7:47 am
- Forum: Wiki Talk
- Topic: Modulo @ Arithmetic Combinator
- Replies: 7
- Views: 3915
Re: Modulo @ Arithmetic Combinator
I'm not a math expert, but I think i have discovered an error @ https://wiki.factorio.com/Arithmetic_combinator Could fix it myself of course, but I do not want to enter wrong information ;) This one: Modulo, indicated using % as it is in most programming languages, is the remainder after division....
- Sun Nov 08, 2020 7:24 am
- Forum: Show your Creations
- Topic: Just finished my first playthrough and beat the game for the first time. Any tips for my 2nd playthrough?
- Replies: 10
- Views: 4214
Re: Just finished my first playthrough and beat the game for the first time. Any tips for my 2nd playthrough?
Extending logistic networks to outposts tends to cause problems sooner or later. Best to keep them separate and use trains to move items between them. This includes supplies to maintain outposts. Three: and I am curious what the issues are regarding extending the network. IK I had a lot of robots b...
- Sat Nov 07, 2020 2:28 pm
- Forum: Show your Creations
- Topic: Just finished my first playthrough and beat the game for the first time. Any tips for my 2nd playthrough?
- Replies: 10
- Views: 4214
Re: Just finished my first playthrough and beat the game for the first time. Any tips for my 2nd playthrough?
To a large extent there's obviously no right or wrong way to play, but from a quick look at your save, playing with default map settings: I think the point you already made: make use of your experience to think ahead and plan space accordingly. Flamethrower turrets are amazing for defence, generally...
- Fri Nov 06, 2020 6:16 am
- Forum: Ideas and Suggestions
- Topic: Color the last train wagon indicator when placing signals or stations
- Replies: 9
- Views: 2329
Re: Color the last train wagon indicator when placing signals or stations
- last box with different color - easy (only depends on current number) - numbers in boxes - with multiple pahts could become a mess, but in general it is easy - colored boxes - easy (only depends on current number) - only printing number for the last wagon - hard (assumes there will be no more box...
- Thu Nov 05, 2020 8:55 pm
- Forum: Ideas and Suggestions
- Topic: Color the last train wagon indicator when placing signals or stations
- Replies: 9
- Views: 2329
Re: Color the last train wagon indicator when placing signals or stations
I'd prefer numbers in the boxes, though it might be tricky at merges.
Not quite as obvious as highlighting the last wagon, but works if you have trains of varying lengths, without needing to faff around changing the length setting.
Not quite as obvious as highlighting the last wagon, but works if you have trains of varying lengths, without needing to faff around changing the length setting.
- Tue Nov 03, 2020 11:30 am
- Forum: Minor issues
- Topic: [twinsen] [0.18.32] DNS/hostname with both IPv6 and IPv4, uses only IPv4, when using --mp-connect or GUI
- Replies: 16
- Views: 5446
Re: [0.18.32] DNS/hostname with both IPv6 and IPv4, uses only IPv4, when using --mp-connect or GUI
The big one i see is that it seems like it would be impossible to host a game that's accessible to both ipv4-only and ipv6-only clients, if the server is only binding to a single address (as opposed to the more common all-addresses-on-machine) That's more of a feature request of being able to bind ...
- Mon Nov 02, 2020 10:48 am
- Forum: Ideas and Suggestions
- Topic: Option to build ghost automatically if out of reach.
- Replies: 10
- Views: 2250
Re: Option to build ghost automatically if out of reach.
To look at it another way: to me, "build ghost if out of reach" changes from slightly undesirable to beneficial at a certain point (when construction robots are well established) in the course of a game. Being a UI setting, which applies across games, seems somehow a bit wrong as a result...
- Sun Nov 01, 2020 11:46 pm
- Forum: Ideas and Suggestions
- Topic: Option to build ghost automatically if out of reach.
- Replies: 10
- Views: 2250
Re: Option to build ghost automatically if out of reach.
Although building ghosts if out of reach would work well in some situations, I think there are many others when it would be strange or even annoying. For example? Because reach is not visible, it makes it more likely you'll unintentionally place ghosts. I think the visual cues (translucent version ...