Search found 7072 matches
- Thu Feb 15, 2024 3:31 pm
- Forum: Ideas and Suggestions
- Topic: Player Inventory Width Setting/Value
- Replies: 17
- Views: 1912
Re: Player Inventory Width Setting/Value
[Koub] Merged into older thread with same or similar suggestion.
- Tue Feb 13, 2024 2:25 pm
- Forum: Gameplay Help
- Topic: vanished items
- Replies: 4
- Views: 369
Re: vanished items
You can either ( howto here : https://wiki.factorio.com/Console#Research_specific_technologies): 1) unresearch the technologies that unlock the chests you've lost 2) re-research those technologies Or maybe just use this command : https://wiki.factorio.com/Console#Resetting_technology_effects_to_defa...
- Tue Feb 13, 2024 8:27 am
- Forum: Gameplay Help
- Topic: vanished items
- Replies: 4
- Views: 369
Re: vanished items
You probably had a mod that replaced the default chests, and removed it at some point, am I right ?
- Mon Feb 12, 2024 9:23 am
- Forum: Ideas and Suggestions
- Topic: add new signal RGB (Friday Facts #388)
- Replies: 24
- Views: 1305
Re: add new signal RGB (Friday Facts #388)
HSL with H/L as x/y axis gives all the saturated colors, makes for a quick color picker that is easy to understand. https://cdn.tutsplus.com/cdn-cgi/image/width=360/active/uploads/legacy/tuts/008_colorPicker/Tutorial/8.jpg And a saturation slider added next to it for completeness. I like that. It's...
- Sun Feb 11, 2024 7:44 am
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 119
- Views: 17674
Re: Friday Facts #397 - Factoriopedia
This is a good opportunity to finally stop showing the player the rotational speed of an inserter (or of anything else similar) instead of items per second like in the belt. The thing is that Factorio players are expert nitpickers, and depending on a whole array of factors change the "items pe...
- Sat Feb 10, 2024 6:49 am
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 119
- Views: 17674
Re: Friday Facts #397 - Factoriopedia
I couldn't help but notice some information that we have now is missing such as the "Crafted In" information. Is this going to not be in the Factoriopedia and only the tooltip? Because if that's the case I feel like that would be good to have as part of the entry page. An example of items...
- Fri Feb 09, 2024 9:18 pm
- Forum: General discussion
- Topic: Expansion hype thread - Any updates on when/if there will be an expansion?
- Replies: 130
- Views: 29772
Re: Expansion hype thread - Any updates on when/if there will be an expansion?
[Koub] Merged into the expansion hype thread.
- Mon Feb 05, 2024 9:41 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 135
- Views: 41117
Re: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
[Koub] Merged into older thread with the same suggestion.
- Mon Feb 05, 2024 12:35 pm
- Forum: Implemented for 2.0
- Topic: Allow loaders to extract items from burnt slots
- Replies: 5
- Views: 736
Re: Allow loaders to extract items from burnt slots
[Koub] I guess this is modding specific, so I'll move the suggestion to modding interface requests.
- Wed Jan 31, 2024 10:00 am
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 17713
Re: Friday Facts #395 - Generic interrupts and Train stop priority
You're here .
More seriously, I'm sure it'll all make sense to you once you'll get your hands on the actual feature yourself.
- Tue Jan 30, 2024 1:09 pm
- Forum: Implemented in 2.0
- Topic: make assembly machines wireable
- Replies: 17
- Views: 8929
Re: make assembly machines wireable
Indeed
[Koub] Moved to Implemented in 2.0
[Koub] Moved to Implemented in 2.0
- Tue Jan 30, 2024 6:45 am
- Forum: Ideas and Suggestions
- Topic: Create logistic group from blueprint
- Replies: 8
- Views: 943
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: 707
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: 352
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: 1497
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: 7787
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: 1497
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: 375
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: 1639
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: 2569
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.