Search found 216 matches
- 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...
- 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...
- 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...
- 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.
Player just need to build few devices more if he want auto-targeting to work.
- 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.
It is illogical, that Artillery knows where bases are, while I, nor Radar, nor the Map do not.
- 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...
- 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,...
- 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.
- 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...
- 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...
- 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...
- 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
Yes it does. After upgrading boilers sizes they were overlapping each other, and still works...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.
- 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...
- 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...
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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...