Search found 163 matches
- Sun Aug 16, 2020 4:48 am
- Forum: Ideas and Suggestions
- Topic: Slight reduction of rocket launch animation time
- Replies: 29
- Views: 10788
Re: Slight reduction of rocket launch animation time
Hi, same question one year after
- Fri Aug 14, 2020 5:26 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 105901
Re: Friday Facts #360 - 1.0 is here!
Congratulations to the team to bring us such an amazing game! Thanks for all the hours I have and will enjoy on your game. <3
- Wed Aug 12, 2020 8:53 pm
- Forum: Show your Creations
- Topic: Compact Hub / Mall "Build everything" 1.0 all stage (Belt)
- Replies: 29
- Views: 173249
Re: Compact Mall "Build everything" 0.17 all stage (Belt)
Hey, thank you for noticing, I'll do a version with filtered yellow chest in the next days, and i make a link as soon as possible with "0.18 pictures".
->Done
->Done
- Mon Feb 10, 2020 9:54 pm
- Forum: Show your Creations
- Topic: Compact Hub / Mall "Build everything" 1.0 all stage (Belt)
- Replies: 29
- Views: 173249
Re: Compact Mall "Build everything" 0.17 all stage (Belt)
Thank you for noticing! Pictures are re-available.
- Mon Sep 02, 2019 10:03 pm
- Forum: Show your Creations
- Topic: Compact Hub / Mall "Build everything" 1.0 all stage (Belt)
- Replies: 29
- Views: 173249
Re: Compact Mall "Build everything" 0.17 all stage (Belt)
Hello! I play with buffer chest because i use a lot connecting and disconnecting logistic network when i build a base, i prefer the way item are requested to make this kind of action, it's clearly a matter of taste and gamestyle. I just prefer the fact that item are requested, when i set up the blue...
- Sun Jul 28, 2019 1:23 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 285412
Re: Friday Facts #305 - The Oil Changes
The second thing that I have been considering recently would be to make BOP output heavy and gas only, no light. The point of “oil processing only feels like a complicated process if it has multiple outputs” is quite valid. This would allow to keep robots before chemical science. The argument of ro...
- Fri Jul 19, 2019 7:26 am
- Forum: Not a bug
- Topic: [0.17.58] Concrete graphic is visually misaligned relative to other entities
- Replies: 1
- Views: 591
[0.17.58] Concrete graphic is visually misaligned relative to other entities
Hi,
I make the post here because it's a "graphic bug"
This is the picture to show how both contrete seems missaligned compare to other entities, and horizontal borders only for stone path.
Thanks for your awesome work!
I make the post here because it's a "graphic bug"
This is the picture to show how both contrete seems missaligned compare to other entities, and horizontal borders only for stone path.
Thanks for your awesome work!
- Thu Jul 04, 2019 12:17 pm
- Forum: Ideas and Suggestions
- Topic: Allow adjustment of constant combinators from the map screen
- Replies: 14
- Views: 5512
Re: Allow adjustment of constant combinators from the map screen
Right, is kind of inconsistent. I would suggest enabling editing of entities from the map screen but a construction robot has to go and make the change (same would happen when changing something with a blueprint). That way we don't need to workaround the issue with blueprints and the developers' id...
- Wed Jul 03, 2019 1:40 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Cars On Belt Self Contained Prototype 1kspm
- Replies: 3
- Views: 4068
Re: Cars On Belt Self Contained Prototype 1kspm
Hi, Thank you! I will try soon to make a bigger structure to aim a bigger output in labs! My current save at 3kspm : http://www.mediafire.com/file/zxsim95lk6xfl36/Car_Planet_Prototype_3k.zip/file Still at 60 fps during the production with car on belts: https://image.noelshack.com/fichiers/2019/27/3/...
- Mon Jul 01, 2019 2:42 am
- Forum: General discussion
- Topic: Module Production: To beacon or not to beacon?
- Replies: 26
- Views: 9635
Re: Module Production: To beacon or not to beacon?
I'm waiting more for thing to be produced than for bots or me to place things. Clearing aliens is also more of an issue for getting more ores. So if I can reduce the amount of ores needed and time to produce stuff then that is a plus. Increasing ore costs and production times jut for a smaller foot...
- Sat Jun 29, 2019 9:36 pm
- Forum: Ideas and Suggestions
- Topic: Ctrl+Middle mouse click on chest/container
- Replies: 9
- Views: 2225
Re: change how the game proceed Ctrl+right click on chest/container
now i don't understand you, why is it important that what is left in the chest is the good stack size? If you want to take only half of the chest you just CTRL click the chest directly. You can wire the inserter to the chest, with a condition like Belts<400, and another inserter with condition Spli...
- Sat Jun 29, 2019 8:42 pm
- Forum: Ideas and Suggestions
- Topic: Ctrl+Middle mouse click on chest/container
- Replies: 9
- Views: 2225
Re: change how the game proceed Ctrl+right click on chest/container
Ok i see your point, thank you for showing this kind of use to this behaviour. Like you make the suggestion, it maybe needs another hotkey (ctrl+middle mouse maybe?) to have the result I'm looking for, i loose so much time trying to make chest organisation sometimes (mall chest transition, when i wa...
- Sat Jun 29, 2019 6:40 pm
- Forum: Ideas and Suggestions
- Topic: Ctrl+Middle mouse click on chest/container
- Replies: 9
- Views: 2225
Re: change how the game proceed Ctrl+right click on chest/container
I think the point is for the second situation, if you want a box to contain half iron ore half plate , you put that in it, then you can just take half of the iron plate, you don't need to worry about filters on the chest slots and the iron ore taking all room. Sure you can control what's get put in...
- Sat Jun 29, 2019 5:01 pm
- Forum: Implemented in 2.0
- Topic: Upgrade planner for no module to module
- Replies: 17
- Views: 15014
Re: Upgrade planner could add a module to a entity without modules.
Hey, i was about to make a suggestion very near from the one you make: We add free slots on the upgrade planner : in those slots, we are able to pick item able to have module (AM,beacon, mining drills, silo, modded item..), if we choose an item in this slot, few more free slots appear on the same li...
- Sat Jun 29, 2019 4:03 pm
- Forum: Ideas and Suggestions
- Topic: Ctrl+Middle mouse click on chest/container
- Replies: 9
- Views: 2225
Re: change how the game proceed Ctrl+right click on chest/container
This behaviour is quite useful since boxes don't have filters, but as long as you don't take the last item in a slot, it is effectively filtered. I don't see your point, we can control the type of item incoming in the chest without filter : filter inserter to be sure about the item going in, the re...
- Sat Jun 29, 2019 6:51 am
- Forum: Railway Setups
- Topic: 4 Lane Modular Rail System
- Replies: 0
- Views: 3632
4 Lane Modular Rail System
Hi Factorio Lovers and PastaBox Fan! Building megabases, i came into making modifications for my needs into a very good BP book to create my own. It keeps the same spirit, some friends were interested about having it (and apparently some forum user too) : BP book : https://pastebin.com/8HF5H5bt Comp...
- Sat Jun 29, 2019 12:52 am
- Forum: Ideas and Suggestions
- Topic: Ctrl+Middle mouse click on chest/container
- Replies: 9
- Views: 2225
Ctrl+Middle mouse click on chest/container
TL;DR Ctrl+Middle mouse on chest/container What ? When we make a Ctrl+ right click on a item in a container, the game try to take half of each stack in each slot of the container, so we got this kind of result after the player action : https://image.noelshack.com/fichiers/2019/26/6/1561768874-actua...
- Thu Jun 27, 2019 8:24 pm
- Forum: General discussion
- Topic: Module Production: To beacon or not to beacon?
- Replies: 26
- Views: 9635
Re: Module Production: To beacon or not to beacon?
Hi, I use beacon with speed module and speed module in AM for my module production : -when I aim a designated output, use beacon allow me to use less AMs and inserters, the distribution of circuit and different tier module become easy. (less active entities also improve performances) -use less AM an...
- Thu Jun 27, 2019 12:14 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Cars On Belt Self Contained Prototype 1kspm
- Replies: 3
- Views: 4068
Cars On Belt Self Contained Prototype 1kspm
Hi Factorio Lovers and PastaBox Fan! EDIT : 0.17 VERSION, it doesn't work anymore because some recipes have changed, I'll make a new thread for the 1.0 version soon This is the new mega base i build with the vanilla game from the start(no "game changing" mods), some choice are the same wit...
- Mon Jun 24, 2019 7:09 am
- Forum: Ideas and Suggestions
- Topic: 1-1 belt balancer
- Replies: 7
- Views: 2082
Re: 1-1 belt balancer
Hello, trying to make a belt balancer (or use evenly each side of a belt)is one of the first puzzle/difficulty of the game, to my PoV, this need can easily be solved with a good use of your belt distribution, and if the need to balance remains, people are use to set pattern for a 1 belt balancer htt...