Search found 216 matches

by mp0011
Mon Feb 05, 2018 7:28 pm
Forum: Ideas and Suggestions
Topic: Re-use blue print signature
Replies: 12
Views: 3912

Re: Re-use blue print signature

Blueprints should work as regular copy/paste/delete, not item in the game. Have a selection tool (may have more purposes, like show content of selected chests, or display stats for part of factory; may also have "Shift+click" to select objects individually, not just a rectangle). Then, You...
by mp0011
Sun Feb 04, 2018 1:41 am
Forum: Resolved Problems and Bugs
Topic: [wheybags] [0.16.16] Q key picks wrong track orientation from curves
Replies: 1
Views: 2153

[wheybags] [0.16.16] Q key picks wrong track orientation from curves

Minor issue. Definitely not game breaker ;) When I press Q over curver rail section, track orientation should be "carried" to the new track piece on cursor, according to some logic. However, this logic works only in 4/8 possible sections. https://snag.gy/Ogd3SZ.jpg Sections B, D, F ang H w...
by mp0011
Sun Feb 04, 2018 12:17 am
Forum: Ideas and Suggestions
Topic: Better atomic bombs
Replies: 11
Views: 5438

Re: Better atomic bombs

Currently, nukes have kill radius just barely exceeding firing range, so it's easy to kill Yourself. Also, it's possible to use it accidentally inside Your base (i did it once, wrong mouse button pressed while shooting to chests. Chests were destroyed at least...). It definitely should not be a &quo...
by mp0011
Sat Feb 03, 2018 11:30 pm
Forum: Ideas and Suggestions
Topic: Artillery auto-targetting
Replies: 16
Views: 6517

Artillery auto-targetting

Artillery should have another slot for remote device. It should not target anything automatically, if slot is empty.
Player just need to build few devices more if he want auto-targeting to work.
by mp0011
Sat Feb 03, 2018 11:27 pm
Forum: Duplicates
Topic: [0.16.16] Artillery targets unknown bases
Replies: 2
Views: 804

[0.16.16] Artillery targets unknown bases

IDK if it's bug or feature, but Artillery should only target at known and visible on the map bases. Now it targets any base, even if it is on the black spot of the map.
It is illogical, that Artillery knows where bases are, while I, nor Radar, nor the Map do not.
by mp0011
Sat Feb 03, 2018 11:16 pm
Forum: Ideas and Suggestions
Topic: make 'mode of operation' more clear in GUI
Replies: 4
Views: 1248

Re: make 'mode of operation' more clear in GUI

FIrst, the BOTH tabs should be visible, one next to another, if inserter (or anything else) is in "connected" state. I had similar problem with stations...
by mp0011
Sat Feb 03, 2018 8:47 pm
Forum: Implemented Suggestions
Topic: prevent placing curve track after/at train station
Replies: 9
Views: 3306

Re: prevent placing curve track after/at train station

This strange behaviour cause problems with some stations designs. If You want to switch tracks directly after Station, You may accidentally, unknowingly, place new tracks one tile to early. Sometimes it may lead to rebuilding entire station. I am "fixing" it, by placing chain signal first,...
by mp0011
Sat Feb 03, 2018 8:11 pm
Forum: Implemented Suggestions
Topic: prevent placing curve track after/at train station
Replies: 9
Views: 3306

Re: prevent placing curve track after/at train station

That's a bug in my opinion. If there is Track Switch, You can not place eg. Rail Signal beyond some point, but You still can place a Train Stop. Train stopped at this station can not turn on that switch.

Image
by mp0011
Fri Feb 02, 2018 3:50 pm
Forum: Ideas and Suggestions
Topic: Let the player configure target prioritization on turrets
Replies: 10
Views: 3143

Re: Let the player configure target prioritization on turrets

Guidance Computer. Building, connected with wires to radar(s) and Turret(s). Then, all unconnected turrets works as now, but others receives orders from Computer, based on Radar Data, and works as a team. All settings You do are in Computer (one device). You may connect more computers to different t...
by mp0011
Thu Feb 01, 2018 10:28 pm
Forum: Releases
Topic: Version 0.16.21
Replies: 19
Views: 15679

Re: Version 0.16.21

Please add shortcut for locomotive switch. I want to enter, press "M", drive manually somewhere, then press "A" and drive in Automatic mode...
by mp0011
Thu Feb 01, 2018 9:19 pm
Forum: Ideas and Suggestions
Topic: Improve Cliff-related wall placement/visualization
Replies: 9
Views: 3860

Re: Improve Cliff-related wall placement/visualization

There are deffinitelly more things, that should have special behaviour when placed on the bottom cliff tile. Walls blended into mountain are perfect examples. Gates should also merge with the cliffs. Here's proposition for pipes and belts. https://forums.factorio.com/viewtopic.php?f=6&t=57356 Ot...
by mp0011
Thu Feb 01, 2018 5:35 pm
Forum: Ideas and Suggestions
Topic: Underground Belt and pipes on bottom cliffs tile
Replies: 11
Views: 3538

Re: Underground Belt and pipes on bottom cliffs tile

Impatient wrote:Then the first and basic thing to find out is, if the game engine allows for 2 objects to be placed in the same tile on the map.
Yes it does. After upgrading boilers sizes they were overlapping each other, and still works...
by mp0011
Thu Feb 01, 2018 5:02 pm
Forum: Ideas and Suggestions
Topic: Underground Belt and pipes on bottom cliffs tile
Replies: 11
Views: 3538

Re: Underground Belt and pipes on bottom cliffs tile

THat's why I am not want to implement offset/shift/perspective correction. Would be great, but it's not necessary. I just want possibility to build underground belts and pipes directly on the tile already occupied by the cliff. BEFORE (ugly, unnatural, pointless, more space required): https://snag.g...
by mp0011
Thu Feb 01, 2018 3:16 am
Forum: Ideas and Suggestions
Topic: Underground Belt and pipes on bottom cliffs tile
Replies: 11
Views: 3538

Re: Underground Belt and pipes on bottom cliffs tile

I think offset is not possible to implement in a intuitive way.
Whec Cliffs ends, there would be possibility to "match" upper belt from two different lower belts, so there would be lot of quirks and inconsistencies...

Image
by mp0011
Wed Jan 31, 2018 10:29 pm
Forum: Ideas and Suggestions
Topic: Underground Belt and pipes on bottom cliffs tile
Replies: 11
Views: 3538

Re: Underground Belt and pipes on bottom cliffs tile

I always play with some own rules, like never landfill, never destroy cliffs, and always adapt to the nature. My Factories are fitted and blended into nature, around lakes and Cliffs, so this feature (not hard to implement I guess) could be beneficial, and is quite natural - that's the way Undergrou...
by mp0011
Wed Jan 31, 2018 10:01 pm
Forum: Ideas and Suggestions
Topic: Underground Belt and pipes on bottom cliffs tile
Replies: 11
Views: 3538

Underground Belt and pipes on bottom cliffs tile

Offseting "lower" belt segment by one tile part is totally optional, idea is valid also without this: Allow Underground Belts and Underground Pipes to be placed directly at cliff (only the bottom cliff tile). https://snag.gy/HuK3ZC.jpg Cliffs (vertical) are always two tiles wide, so Why no...
by mp0011
Wed Jan 31, 2018 9:02 pm
Forum: Ideas and Suggestions
Topic: Computation Center
Replies: 0
Views: 605

Computation Center

Basically, secondary, optional "electric" network to nerf, buff or balance some game aspects. What is Computation Center Grid? It's simply copied, retextured and renamed electric grid infrastructure, working in very similar way. It may works slower (eg. 5-10 update per second) to increase ...
by mp0011
Tue Jan 30, 2018 10:46 pm
Forum: Ideas and Suggestions
Topic: We need to revisit braking force for non-trains.
Replies: 3
Views: 1089

Re: We need to revisit braking force for non-trains.

The tank. It has beaking distance comparable to river barge only...
by mp0011
Tue Jan 30, 2018 10:39 pm
Forum: Ideas and Suggestions
Topic: Destroyed things drop inventory
Replies: 11
Views: 5702

Re: Destroyed things drop inventory

Full chest of green Circuits (10k items) would explode, and cover area of 100x100 tiles. Have a nice cleaning... Destroyed tank full of stuff... 3x more? I had once cancelled some crafting with full inventory. Player "exploded" covering whole factory with steel plates. I was cleaning it ov...
by mp0011
Sun Jan 28, 2018 10:39 am
Forum: Frequently Suggested / Link Collections
Topic: Water as limited ressource
Replies: 32
Views: 32222

Re: Water as limited ressource

Also. If "lakes" have water levels, there can be level difference. If so, we can implement water turbines. One end sucks water (and lower the level), other drains, increasing water level. Once levels equalize, quite fast to avoid "infinite pump loop free energy", You must find an...

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