As he mentioned, he was doing a mass upgrading to blue belts. Shortage is inevitable. No one is going to stock up blue belts for an upgrade. They just let their factory slowly produce as needed.Deadlock989 wrote: ↑Sun Mar 08, 2020 10:14 amYou issued far too many orders for the supplies available.
Search found 94 matches
- Sun Mar 08, 2020 11:24 am
- Forum: Ideas and Suggestions
- Topic: Put a slightly sorted order to specific Types of Construction Bot Ghost Requests
- Replies: 20
- Views: 4279
Re: Put a slightly sorted order to specific Types of Construction Bot Ghost Requests
- Sun Mar 08, 2020 12:27 am
- Forum: Ideas and Suggestions
- Topic: personal transport bot
- Replies: 15
- Views: 3356
Re: personal transport bot
https://mods.factorio.com/mod/jetpack IMHO it's not as cool as having 4 glowing construction bots carry you around. :mrgreen: We can actually merge the 2 ideas. Hovering and construction bot speed movement only cost electricity. You can turn on afterburners to go at train speeds but you will need r...
- Sat Mar 07, 2020 5:58 am
- Forum: Ideas and Suggestions
- Topic: [0.18.10] Sandbox faster tile removal
- Replies: 6
- Views: 2053
Re: [0.18.10] Sandbox faster tile removal
IMHO just turn on editor mode - command is "/editor" - and just use the deconstruction planner.
PS: Editor mode enables instant cut/copy/paste too.
PPS: To enable progression of time, click the clock icon then the play button.
PS: Editor mode enables instant cut/copy/paste too.
PPS: To enable progression of time, click the clock icon then the play button.
- Fri Mar 06, 2020 12:08 am
- Forum: Ideas and Suggestions
- Topic: Finer grain control over logistic network partitioning
- Replies: 3
- Views: 1215
Re: Finer grain control over logistic network partitioning
<plug> https://forums.factorio.com/viewtopic.php?f=6&t=64648&p=396170#p396170 </plug> :D Not a bad idea. Would work well with the aforementioned wire system proposed above to allow "precision crafting" of logistic networks. Frankly, even if the developers feel it would make bots O...
- Thu Mar 05, 2020 9:16 pm
- Forum: Ideas and Suggestions
- Topic: Finer grain control over logistic network partitioning
- Replies: 3
- Views: 1215
Finer grain control over logistic network partitioning
TL;DR Allow us to control which roboports belong to which network depending the connecting wires between them - just like how we control which electric poles are in which electric network. What ? Roboports should connect to each other like electric poles - with a wire on the ground showing the conn...
- Thu Mar 05, 2020 6:25 am
- Forum: Ideas and Suggestions
- Topic: personal transport bot
- Replies: 15
- Views: 3356
Re: hovering personal transport bot
I would to suggest a research of a personal hovering transport bot, with some combat capabilities to transport the player from point to point. it would also be great if the player is able to summon the bot to player's location. Or "hardpoints" for the mobile armor. You can use the current...
- Wed Mar 04, 2020 5:12 pm
- Forum: Ideas and Suggestions
- Topic: Why is there no Paste UI Button when importing Blueprints?
- Replies: 3
- Views: 903
Re: Why is there no Paste UI Button when importing Blueprints?
I'm guessing, the developers forgot and assumed that everyone was familiar with the paste keyboard command (Control-v on Windows and Command-v(?) on MacOS) which does work.
- Wed Mar 04, 2020 5:08 pm
- Forum: Ideas and Suggestions
- Topic: personal transport bot
- Replies: 15
- Views: 3356
Re: hovering personal transport pod
Just got the funny idea where your mobile armor's construction bots carry you all over the factory.
They can lift turrets and walls. Surely they can lift us.
They can lift turrets and walls. Surely they can lift us.
- Wed Mar 04, 2020 5:03 pm
- Forum: Ideas and Suggestions
- Topic: [Request] ELECTRIC BOILER
- Replies: 40
- Views: 24627
Re: Addition of electric boilers
Not a bad idea. Would be nice for people doing solar only runs. -If unable to have incompatible steam, then instead make the electric boilers have a very large power demand of at LEAST 1.8 MW, which would be greater than or equal the power production abilities of the two steam engines the boiler cou...
- Sun Mar 01, 2020 7:38 pm
- Forum: Ideas and Suggestions
- Topic: Doodads and plants over concrete floors :(
- Replies: 16
- Views: 4212
Re: Doodads and plants over concrete floors :(
On a related note, anyone else not like the (new) uneven texture for concrete? (The old one looks smoother.) The current bumpy concrete texture should really be used for brick flooring. Not to mention concrete flooring in real life is just smooth. Just google "concrete flooring" if you don...
- Sun Mar 01, 2020 2:02 pm
- Forum: General discussion
- Topic: Ingame icons and health bars!
- Replies: 7
- Views: 3130
Re: Ingame icons and health bars!
I would love a toggle for the flashing icons too - maybe Ctrl?
They are very distracting when you are building - and they block the Alt icon.
They are very distracting when you are building - and they block the Alt icon.
- Sat Feb 29, 2020 2:02 pm
- Forum: Ideas and Suggestions
- Topic: Simplify barrel recipes.
- Replies: 11
- Views: 3063
Re: Simplify barrel recipes.
Yes, if the connected pipe was total emptied, there is no recipe anymore, but if the new fluid comes, then the recipe will be changed to the right one. The way fluids work in the game is kind of " imprecise ". Don't think you can ever tell if a pipe system is truly empty. Also the recipe ...
- Fri Feb 28, 2020 12:48 am
- Forum: Ideas and Suggestions
- Topic: [0.17.79] Add repair pack count to roboport robot statistics mode.
- Replies: 4
- Views: 1176
Re: [0.17.79] Add repair pack count to roboport robot statistics mode.
I was always under the impression that the bots just take from repair packs from the logistic network when it needs them ...
- Thu Feb 27, 2020 3:32 pm
- Forum: Ideas and Suggestions
- Topic: Add Green and Red wire to the Deconstruction Planner
- Replies: 13
- Views: 4421
Re: Add Green and Red wire to the Deconstruction Planner
Bumping this (instead of making a new thread).
Add regular copper wire as a deconstruction option too.
Add regular copper wire as a deconstruction option too.
- Thu Feb 27, 2020 3:20 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.79] Remove whack-a-mole mini-game from production graph (trigger warning: video may induce anxiety)
- Replies: 6
- Views: 1829
Re: [0.17.79] Remove whack-a-mole mini-game from production graph
Search filters would be nice too.
i.e. it weed out everything else that doesn't match the (partial) search string
beats hunting and pecking through the (fluctuating) list.
i.e. it weed out everything else that doesn't match the (partial) search string
beats hunting and pecking through the (fluctuating) list.
- Thu Feb 27, 2020 7:00 am
- Forum: Gameplay Help
- Topic: Blueprints... What am I doing wrong?
- Replies: 9
- Views: 2354
Re: Blueprints... What am I doing wrong?
Frankly, I think they should just rip off Windows'/MacOS's file managers (Windows Explorer/Finder). Why reinvent the wheel? Add cut, copy, paste and delete buttons at the top of the window. Hold Control to select multiple items. Hold Shift to select multiple items with keyboard arrow keys. Double-cl...
- Thu Feb 27, 2020 6:39 am
- Forum: Ideas and Suggestions
- Topic: Super Radar and Nuclear ICBMs or why uranium needs balancing
- Replies: 6
- Views: 2346
Re: Super Radar and Nuclear ICBMs or why uranium needs balancing
Keep in mind, current atomic rocket was made before artillery. The game overall has moved towards artillery being the true end game weapon. I think quite a lot of people find the atomic bomb kind of underwhelming - probably expecting a missile-type weapon that detonates with a mushroom cloud and a ...
- Wed Feb 26, 2020 9:20 am
- Forum: Gameplay Help
- Topic: Blueprints... What am I doing wrong?
- Replies: 9
- Views: 2354
Re: Blueprints... What am I doing wrong?
There shouldn't be irrevocable or annoying to undo things in nowadays, otherwise there is an UI/UX flaw. It should still be possible to finally get rid of a save or blueprint. And with finally i mean irrevocably. Being able to delete what is not needed anymore is not a UX flaw - being able to do it...
- Tue Feb 25, 2020 10:37 pm
- Forum: Ideas and Suggestions
- Topic: New Quickbar
- Replies: 19
- Views: 5165
Re: New Quickbar
IMHO they should just make the quick bar like World of Warcraft’s. Which is like what?? It's similar to the existing Quickbar but when you drop a replacement item onto a slot, it replaces what's in slot and your cursor now holds what was previously in the slot. WoW's hotbar can also be locked to pr...
- Tue Feb 25, 2020 9:22 pm
- Forum: Ideas and Suggestions
- Topic: Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train)
- Replies: 57
- Views: 18942
Re: Option for disabling artillery auto target
Don’t know about developer intent but I primarily use artillery to keep biter nests away from my base - and pollution cloud. They are active at all times and are resupplied via logistic bots. I don’t have any remote outposts after biters wrecked one of my trains mid-transit. I expand my base to enc...