Search found 7081 matches
- Tue Jan 30, 2024 6:45 am
- Forum: Ideas and Suggestions
- Topic: Create logistic group from blueprint
- Replies: 8
- Views: 1015
Re: Create logistic group from blueprint
[Koub] Merged into existing thread with the same suggestion.
- Mon Jan 29, 2024 9:15 am
- Forum: Ideas and Suggestions
- Topic: Automatically / optionally update mods and exit
- Replies: 9
- Views: 758
Re: Automatically / optionally update mods and exit
So what you want is a utility that updates mods without hogging your screen? That's not what I understand. What I understand is : Give us the choice to update mods upon quitting the game, so that it's possible to update mods without having to start the game twice. Something like "update mods a...
- Mon Jan 29, 2024 6:21 am
- Forum: Gameplay Help
- Topic: blueprint copy paste history
- Replies: 3
- Views: 393
Re: blueprint copy paste history
[Koub] Moving this to gameplay help
- Sun Jan 28, 2024 8:26 pm
- Forum: Balancing
- Topic: Blue Science Crafting Time
- Replies: 12
- Views: 1701
Re: Blue Science Crafting Time
Oh fair enough.
- Sun Jan 28, 2024 8:29 am
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 34
- Views: 7978
Re: Container free space signal
[Koub] Merged several threads revolving around chests outputting to the logistic network signals about how full or empty they are.
- Sun Jan 28, 2024 8:26 am
- Forum: Balancing
- Topic: Blue Science Crafting Time
- Replies: 12
- Views: 1701
Re: Blue Science Crafting Time
Crafting time per science pack of Blue/Chemical Science packs are out of order compared to the rest. Just cut the craft time in half to make it in-line with the rest. Time is not the only component of a recipe. Can't have a 1.5 red circuit in a recipe, so the recipe's overall balance would have to ...
- Fri Jan 26, 2024 8:57 pm
- Forum: Implemented in 2.0
- Topic: Personal Logistic Requests change
- Replies: 3
- Views: 421
Re: Personal Logistic Requests change
[Koub] Yep, moving this to implemented for 2.0
- Fri Jan 26, 2024 8:55 pm
- Forum: Implemented in 2.0
- Topic: Move train status indication from floating text to locomotives
- Replies: 7
- Views: 1673
Re: Move train status indication from floating text to locomotives
[Koub] Moved to Implemented for 2.0
- Thu Jan 25, 2024 6:48 am
- Forum: General discussion
- Topic: Is there a specific reason why wood is so useless? [edit: I was wrong, it's not]
- Replies: 21
- Views: 2746
Re: Is there a specific reason why wood is so useless? [edit: I was wrong, it's not]
Yet coal liquefaction is not mandatory to get arbitrarily far into the fame, so being compelled to set it up just for the sake of getting rid of one's wood feels off.
- Thu Jan 25, 2024 6:46 am
- Forum: Implemented in 2.0
- Topic: Feature request: Spidertron "trash anything without a logistics request"
- Replies: 4
- Views: 393
Re: Feature request: Spidertron "trash anything without a logistics request"
[Koub] Moved to Implemented for 2.0
- Thu Jan 25, 2024 6:45 am
- Forum: Ideas and Suggestions
- Topic: Proposal for achievements with mods.
- Replies: 5
- Views: 660
Re: Proposal for achievements with mods.
And I am aware that it is a recurring request, however I wanted to suggest a solution that's more than just "enable all achievements". Oh yeah, I have zero problems with that, just that you'll hopefully not be the only one seeing your post. For the others, it might be interesting to know ...
- Wed Jan 24, 2024 10:00 pm
- Forum: Ideas and Suggestions
- Topic: Proposal for achievements with mods.
- Replies: 5
- Views: 660
Re: Proposal for achievements with mods.
Recurring request in different forms.
Let me quote a dev :Valkyronix wrote: βWed Jan 24, 2024 9:38 pmCurrently, using mods of any kind will disable achievements for that save.
- Wed Jan 24, 2024 6:20 am
- Forum: Off topic
- Topic: Turning your Factorio passion into a job
- Replies: 4
- Views: 1952
Re: Turning your Factorio passion into a job
[Koub] Missed that thread when it was first posted, moving it to off topic.
- Tue Jan 23, 2024 1:30 pm
- Forum: Ideas and Suggestions
- Topic: Reactors lose energy to the air when not powered.
- Replies: 8
- Views: 1398
Re: Reactors lose energy to the air when not powered.
[Koub] Merged into older thread on the same topic
- Tue Jan 23, 2024 10:35 am
- Forum: General discussion
- Topic: Is there a specific reason why wood is so useless? [edit: I was wrong, it's not]
- Replies: 21
- Views: 2746
Re: Is there a specific reason why wood is so useless?
I would be totally OK with a way to turn unused wood into char coal : there are many uses for coal, including a "mandatory" sink (plastic bars), on top of avoidable uses (coal liquefaction, explosives, grenades for personal use or military science, ...). I can imagine a factory that has a ...
- Mon Jan 22, 2024 5:54 pm
- Forum: General discussion
- Topic: Is there a specific reason why wood is so useless? [edit: I was wrong, it's not]
- Replies: 21
- Views: 2746
Re: Is there a specific reason why wood is so useless?
I'm pretty sure I've seen trees (as well as rocks) attacked by biters when there is a path to where they're running, but pretty much obstructed by the said tress/rocks.
- Mon Jan 22, 2024 12:58 pm
- Forum: Not a bug
- Topic: [1.1.98] Blueprints in cursor coming from the library are valid but can't be read
- Replies: 3
- Views: 589
- Mon Jan 22, 2024 7:24 am
- Forum: Implemented in 2.0
- Topic: Flip using F and G whith in-hand entities
- Replies: 7
- Views: 881
Re: Flip using F and G whith in-hand entities
Yep I understand the same thing here, @Anyone : correct me if I'm wrong.FuryoftheStars wrote: βSun Jan 21, 2024 3:19 pmUnless I'm misunderstanding something, I think the latest FFF makes this implemented for 2.0?
https://factorio.com/blog/post/fff-394
[Koub] Moved to implemented for 2.0
- Mon Jan 22, 2024 7:23 am
- Forum: Ideas and Suggestions
- Topic: Move/Request items by 10 (tens)
- Replies: 2
- Views: 278
Re: Move/Request items by 10 (tens)
I'm not a dev, so take this with a grain of salt, but I've been around here for quite some time now, and I think I have a rough idea of how the devs think about this : if a suggestion is aimed towards doing more things manually in bulk, the answer will probably be "no". There is no reason ...
- Mon Jan 22, 2024 7:12 am
- Forum: Ideas and Suggestions
- Topic: Can we get a function to get the stacksize of an Item?
- Replies: 5
- Views: 464
Re: Can we get a function to get the stacksize of an Item?
S for stack size isn't mentioned there. Well you're right. I don't have any additional access to anything 2.0 related, I guess my brain just merged someone's assumption it would be 'S' with the part in the FFF saying there would be a way. Also, that doesn't let us do dynamic stuff like wiring a pro...