Search found 660 matches
- Fri Jan 08, 2016 12:09 pm
- Forum: Ideas and Suggestions
- Topic: New Feature: Allow sharing blueprints between different game
- Replies: 7
- Views: 20735
Re: New Feature: Allow sharing blueprints between different game
I personally would have liked a player level blurprint library not an item that holds blueprints because then you have to manage it again and open it to get blueprints out, but I'll wait until it comes out to see how it's implemented.
- Fri Jan 08, 2016 12:07 pm
- Forum: Ideas and Suggestions
- Topic: New Feature: Allow reordering logistics requester slots
- Replies: 43
- Views: 16393
Re: New Feature: Allow reordering logistics requester slots
the only issue with an auto sort is that it's arbitrary and can't be customized. I want my belt and my underground and my inserter and my splitter and power pole beside each other on the toolbar, thought this is not as big of an issue with the requester slots so either would work but a drag and drop...
- Fri Jan 08, 2016 12:05 pm
- Forum: Implemented Suggestions
- Topic: New Feature: allow an exact limit on logistics requests
- Replies: 6
- Views: 17175
Re: New Feature: allow an exact limit on logistics requests
Your point about adding another chest is also a good idea. I find it annoying that when you use robots to rearrange your factory, anything in passive providers goes to storage and then it's almost never used and left there permanently as long as you factory is producing enough. Just wastes storage c...
- Fri Jan 08, 2016 12:03 pm
- Forum: Implemented Suggestions
- Topic: New Feature: allow an exact limit on logistics requests
- Replies: 6
- Views: 17175
Re: New Feature: allow an exact limit on logistics requests
I am requesting this feature for the player logistics slots. Sorry if that was unclear. I don't so much care about this feature on chests though that might be useful as well. This is an issue in general gameplay. You replace belts in your factory, redo it, collect walls and turrets and end up with a...
- Fri Jan 08, 2016 11:58 am
- Forum: Pending
- Topic: Logistic robot brought items go into main inventory
- Replies: 4
- Views: 14051
Re: Logistic robot brought items go into main inventory
Hi, I always have auto sorting enabled (it's the default behaviour and I like it). I don't have more details than that sorry.
- Fri Jan 08, 2016 12:05 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] Marking an object for deconstruction rebuild it
- Replies: 2
- Views: 9960
Re: [Oxyd] Marking an object for deconstruction rebuild it
Sweet, thanks!
- Fri Jan 08, 2016 12:05 am
- Forum: Implemented Suggestions
- Topic: Add support for adding and removing robots from network
- Replies: 3
- Views: 11913
Add support for adding and removing robots from network
Add support for adding and removing robots from network using smart inserter, requester and provider chests. More specifically allow smart inserters to read the number of each type of robots in the entire connected network from any roboport and allow the inserter to add or remove robots from the net...
- Fri Jan 08, 2016 12:02 am
- Forum: Ideas and Suggestions
- Topic: New Feature: GUI: Add support for tabs
- Replies: 3
- Views: 9525
New Feature: GUI: Add support for tabs
Tabs are another standard feature of not so modern guis that would be great in factorio. Right now when mods increase inventory or logistics requester slots, when they add items etc, the screen just expands and eventually the screen resolution becomes the limiting factor as the rest of the slots wou...
- Thu Jan 07, 2016 11:59 pm
- Forum: Ideas and Suggestions
- Topic: New Feature: Allow sharing blueprints between different game
- Replies: 7
- Views: 20735
New Feature: Allow sharing blueprints between different game
Solution: bind blueprints to a player file which contains all blueprints and player name.
The blueprints might be in a database of all blueprints for that player and might still need to be bound to to a craftable blueprint to be used.
The blueprints might be in a database of all blueprints for that player and might still need to be bound to to a craftable blueprint to be used.
- Thu Jan 07, 2016 11:57 pm
- Forum: Ideas and Suggestions
- Topic: New Feature: Allow reordering logistics requester slots
- Replies: 43
- Views: 16393
New Feature: Allow reordering logistics requester slots
It would be nice to drag and drop logistics slots to re-order their position. This is useful to keep a consistent order in items requested for organization and readability (especially with mods adding more slots). Without this feature to reorder would require removing and re-setting all logistics sl...
- Thu Jan 07, 2016 11:54 pm
- Forum: Implemented Suggestions
- Topic: New Feature: allow an exact limit on logistics requests
- Replies: 6
- Views: 17175
New Feature: allow an exact limit on logistics requests
Put a checkbox below all logistics boxes and also a button to toggle the checkbox for all logistics slots on and off. When the option is on, the logistics slot will act like an exact limiter bringing the player up to the exact amount of the requested item, and automatically taking any items over thi...
- Thu Jan 07, 2016 11:52 pm
- Forum: Pending
- Topic: Logistic robot brought items go into main inventory
- Replies: 4
- Views: 14051
Logistic robot brought items go into main inventory
Logistic robot brought/requested items are put in main inventory even if there is room in a slot on the toolbar and even when the toolbar is locked to that item.
Not sure all the conditions that trigger this but it happens very frequently.
Not sure all the conditions that trigger this but it happens very frequently.
- Thu Jan 07, 2016 11:50 pm
- Forum: Not a bug
- Topic: Damaged walls block assembly machines from functioning
- Replies: 12
- Views: 28232
Re: Damaged walls block assembly machines from functioning
So what's your idea for implementation Kovarex? As long as it works automatically even in the player inventory and it's not something that has to be set up for every item type and every factory.
- Thu Jan 07, 2016 11:54 am
- Forum: Not a bug
- Topic: Damaged walls block assembly machines from functioning
- Replies: 12
- Views: 28232
Re: Damaged walls block assembly machines from functioning
Also this becomes an issue with all ingredients that can be damaged. For example this will likely happen with assembly machines, and turrets that can be upgraded by mods and require previous turrets.
- Thu Jan 07, 2016 11:53 am
- Forum: Not a bug
- Topic: Damaged walls block assembly machines from functioning
- Replies: 12
- Views: 28232
Damaged walls block assembly machines from functioning
An easy example of this is when making gates in an assembly machine. If the assembly machine is loaded by non-damaged walls first but is missing some ingredients (could be walls or something else) so that it can't yet make a gate and there is a damaged wall in the chest the or belt the inserter is l...
- Sun Jan 03, 2016 1:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] Marking an object for deconstruction rebuild it
- Replies: 2
- Views: 9960
[Oxyd] Marking an object for deconstruction rebuild it
When marking an object for deconstruction so that the robots will pick it up, the object will instead be replaced if it is destroyed. An easy way to reproduce this is to put the biters on the hardest mode (high everything when creating a map) and turret creep towards them using construction bots and...
- Sun Oct 04, 2015 12:20 pm
- Forum: Implemented Suggestions
- Topic: Allow smart inserters to add and remove robots from roboport
- Replies: 9
- Views: 10394
Re: Allow smart inserters to add and remove robots from roboport
Thanks for the related post links.
- Sun Oct 04, 2015 11:07 am
- Forum: Implemented Suggestions
- Topic: Allow smart inserters to add and remove robots from roboport
- Replies: 9
- Views: 10394
Allow smart inserters to add and remove robots from roboport
I have searched the forums and couldn't find a topic about this. Maybe there is something else already posted about this or something similar and I want to apologize if I'm posting duplicate information. Issue: Currently there is no way to add and remove robots from any roboport automatically to kee...
- Wed Jul 29, 2015 11:46 pm
- Forum: Mods
- Topic: [mod 0.12.4]AdvancedEquipment v0.4.0
- Replies: 53
- Views: 51889
Re: [0.12.0]AdvancedEquipment v0.4.0
The energy production for the generators are all wrong in this mod. Likely due to version 0.12 increasing the power generation.
Could you please fix this? Not sure what else is wrong in the mod. Likely just the power.
Thanks!
Could you please fix this? Not sure what else is wrong in the mod. Likely just the power.
Thanks!
- Sat Jun 06, 2015 2:44 am
- Forum: News
- Topic: Friday Facts #89 Timetables
- Replies: 82
- Views: 60265
Re: Friday Facts #89 Timetables
First of all I want to say that this game is AMAZING! Thank you everyone for all your hard work, and same to the modding community. There are a ton of really great mods. One of the things i love is that you guys pay attention to the details and focus on automation. I like games where you craft stuff...