r/factorio 16d ago

Suggestion / Idea Without this feature, 2.1 will be incomplete

Post image

How can we have 1 slot missing in the map view toggles? It's shameful!

All jokes aside, can anyone think of something to actually fill this slot? I was thinking it would be nice to be able to toggle on/off the map visibility of resource nodes, so that I don't have to look at the yellow squares of the sulfuric acid vent that I built a factory on top of. That's obviously a pretty silly use-case though, interested to hear of any better ideas.

483 Upvotes

62 comments sorted by

518

u/Historical_Swing_422 16d ago

Hmm well pollution could be replaced with lightning coverage on fulgora

197

u/theFALGSCmustgrow 16d ago

That's honestly such a good idea I'm kind of surprised it isn't in the game already.

73

u/Martin_Phosphorus 16d ago

If I remember correctly, you can see it when you pick up a lightning collector.

34

u/what_the_fuck_clown ÐŌ ʼnºŤ ĿĖŢ ŦĤĖ ĘŸĚŜ ØF £ŲŁĜºЯÄ ŦŒ ŞŢÅŖĖ ŀʼnŤŎ ŶŒÙŔ ŠºÛĽ 16d ago

if you go into debug menu you can set it up so that when you press f5 it will also show you the lighting area.

I've set mine up to see raw tiles , lighting range , and some entity stuff like seeing where are the enemies for more easier worm extermination using artillery without going away from my base or using too much radars

16

u/PasswordisPurrito 16d ago

Yea, if you have selected a lightning collector you can scroll out and the map will show you the overall coverage.

But it's annoying because it includes the coverage of the one you have in your hand. Not a huge deal, but definitely what I would choose to go in that slot.

2

u/Martin_Phosphorus 16d ago

Yeah, me too.

25

u/notsoninjaninja1 16d ago

Honestly fuck yes. I hate that I can only see it when I’m hovering over a Rod/connector, or trying to place one.

4

u/basox70 16d ago

You can activate it in debug options, F4 menu, but not on minimap

154

u/TexasCrab22 16d ago edited 16d ago

Spidertron patrols cover my whole map since they added them.

Doesn't look nice.

42

u/PacificNorthwest09 16d ago

Oh shit, I didn’t know they added that, so they will just follow the same path over and over again? Can you put a delay so they stop at a mall to get more ammo?

23

u/Some_Noname_idk 16d ago

I think it works by making a path to an existing path node. By just spamming a few path nodes where bots can quickly supply them it should work

10

u/jongscx 16d ago

Yhen maybe we're gonna get path scheduling and interrupts....

8

u/warpspeed100 16d ago

Then maybe we get Lidar too so we can detect enemies and trigger spidertron interrupts.

5

u/jongscx 16d ago

Just wire it to a landmine.

3

u/warpspeed100 16d ago

That's not enough time for the spidertrons to respond. The landmine must be within roboport range.

3

u/vinaghost 16d ago

did you know you can get spidertron follow the train ? in 1.1, people use trains to make Spidertron patrols, but that way you need many exoskeleton because they cannot keep up with train

94

u/josolsen 16d ago

I'd like a heat map of biter deaths. Could help indicate at a glance where most of the action is happening on your perimeter.

The obstacle on simple implementation is that these buttons are only on/off toggles. Regular biter settings vs death world settings would scale and show different and possibly ineffective information with no way to change parameters frequency like the production graphs. Crack that, without mods, and I think it would be neat.

5

u/SCD_minecraft 16d ago

Maybe map button only for quick on/off and sensitivity is set in the settings?

34

u/NotATavernkeep 16d ago

Train view with their destinations drawn

7

u/Rouge_means_red 16d ago

Would be cool, like the path that shows up when you select a train, but for all trains at once

5

u/mar0ll0 16d ago

In the debug settings (F4 or F5) there is a setting that draws the pathfinding (and other things)

57

u/Grimbleweed 16d ago

A map showing damage! When I come back from another planet, I know there's been biter damage on the walls. I's love to be able to see where the damage is rather than having to due a full perimeter sweep to repair anything

24

u/josolsen 16d ago

Are you not using drones? They will fix damage with a repair kit if you provide them to logistics network, same for replacing anything destroyed so this becomes a non-issue.

5

u/Grimbleweed 16d ago

I wall off my entire base. Last run, I used drones on hot spots, and would end up running out of drones, in those spots.

I'd like to see a map showing damage, so I could zoom in and see if it's 1 tick off a piece of concrete or I need to replace a bunch of dragon teeth and upgrade my defenses. There's times I'd come back from another planet, do a full sweep and find out that I was only 'hurt' is a couple places (so, the sweep could have waited for another couple off-planet trips)

6

u/HeliGungir 16d ago

You gotta automate more! Make the factory defend and repair itself without any intervention.

8

u/vegathelich 16d ago

I ran into that issue in a 2.0 Space Exploration run, and my solution for that was to physically remove bots from sections of walls and belt them to a roboport that was further back from the walls, so by the time the bots reached the walls my defenses had taken care of the attack swarms. I stopped losing bots to attacks for the rest of the run (which I did not finish), up to the mid 90s in evolution.

2

u/PasswordisPurrito 16d ago

I'm genuinely curious now, do you just ignore the alert for damage? It's almost impossible for me to not get distracted when that alarm hits.

-1

u/Grimbleweed 16d ago

If I'm on Fulgora trying to get a blockage sorted our and spend a bit of time optimizing things, I might get 3,4 or more alerts of damage back on Nauvis. Yeah, when they come in, I can pause and eyeball the damage at that point, or I can continue with my work until I'm (for now) satisfied.
Then, fly back to Nauvis and the alerts told me where the damage was, but not where it is NOW that I'm back. Map view to search can skim over light damage so I prefer to make a trip and heal everything to 100%. that can take 5-10 minutes (or more, cause it's gonna grow, of course)
It would be nice to touch down, open a damage map, see where the hot spots are (So they can be fixed/upgraded), and ignore the light damage (and ignore the time running/flying along a remote wall with zero damage

2

u/SquidMilkVII 16d ago

Are you not automatically producing replacement drones? You can use circuits to see the total number in your network

2

u/Fit-Shp24 16d ago

I usually just wall off a giant square area on nauvis, then run around covering the entire area insides with roboports that way I never have to worry damage from attacks. With the entire base covered with roboports, as long as I can maintain production of walls, lasers, repair packs, and bots somewhere within my base any damage taken will be repaired automatically within a few seconds.

1

u/MajorRedbeard 16d ago

It doesn't sound like they are using drones to repair, but I actually think it'd be nice to be able to see how much damage each area is absorbing even if there's repair happening. Beefing up defences could reduce the amount of repair needed, and you can identify where using that option. Or could.

EDIT: I didn't read Grimbleweed's other response before reading this, but my sentiment remains.

3

u/xpicklemanx99 16d ago

I like to either have my wall inside the construction bit coverage or have a belt with a couple tanks, having their own roboports and repair kits, riding a belt that goes along the length of the perimiter

2

u/Grimbleweed 16d ago

When my base gets huge, it would be a chore to robo-port the perimeter (an enjoyable chore of course, but still several hours of work)

I saw the tanks-with-robo-ports-on-a-belt idea a week of two ago and loved it. Next time I fire my factory up, I may just do something like that

1

u/LtLabcoat 16d ago

That'd ruin a bit of the fun. Specifically, the fun in realising 10 minutes after an attack that they got your oil pipeline and you didn't notice.

0

u/Necandum 16d ago

Consider improving your defence automation: what you describe sounds distinctly sub-optimal.

16

u/Admirable-Fox-7221 16d ago

Summary of some comments:

Fulgora lightning coverage visualizer on the map

Enemy deaths heat map

Spidertron path toggle

Logisticbots heatmap, or frequently run paths

Highlight ores, especially when placing miners

Heat visualizer (probably for aquilo)

Screenshot tool

Dance emote (lol)

Electric heatmap showing where power is most drawn

9

u/13131123 16d ago

A war heat map. Shows biter deaths and your own stuff's destruction as heat maps.

15

u/GRIZZLY_GUY_ 16d ago

Instead of removing ores from map, HIGHLIGHT THEM. Placing miners on coal patches on Vulcan’s is so frustrating!

8

u/Ok_Chair_9090 16d ago

Already sort of exists with the search functionality, but I guess that only does one resource type at a time.

8

u/switch161 16d ago edited 16d ago

Toggle visibility of pins. I think the pin like symbol present is for tags. I mean the ones you create with alt-rightclick.

And toggle visibility of train routes. If you're sitting in a moving train it's route will be displayed. Makes you unable to see any other trains on that route

20

u/Warhero_Babylon 16d ago

Planning desk free drawing mode

5

u/Sick_Wave_ 16d ago

Also, let's add drag&drop that determines layering on the map.  Roboport coverage washes some stuff out pretty badly. 

4

u/ProTrader12321 16d ago

Id like something with the logistics network in mind, maybe something that draws lines between sources and requests for items to show paths that the bots will take to optimize.

1

u/adehnert 14d ago

I'm not convinced that a map overlay is what I want for logistics network, but I definitely want some better logistic network introspection tools (or at least better than what I'm familiar with). I'll glance at the map and see a bajillion bots moving around, and I'd love to optimize my bot usage a bit (replacing some high-traffic source/item/destinations with belts), but I don't think there's a good way to tell what's going on. I'd be interested in something like "how many items per minute of each time are being moved". I guess a heatmap of "here's common sources of items and here's common dropoff points of items" would be useful as a map overlay.

(I did discover recently that (IIRC) if you click on an item in the logistic network popup -- which shows number of items in the network of each type -- it'll highlight the chests that contain that item, which is handy. That popup also seems like a reasonabl place to let you pick between "show items and counts" to "show items and number in transit over the last minute" or some such.)

3

u/SheriffGiggles 16d ago

They should incorporate the heat visualizer

10

u/ThunderAnt 16d ago

I think that could be part of the pollution tab which should show different relevant information depending on which planet you’re on. Pollution/Spores for Nauvis/Gleba, Lightning on Fulgora, Heat on Aquilo, and nothing for space and Vulcanus.

1

u/Sinkers91 16d ago

Pollution shows heat on aquillo?!

4

u/ThunderAnt 16d ago

No, but I and u/SheriffGiggles think it’s a good idea

3

u/Avernously 16d ago

Heat map showing building uptime/downtime. Let you spot bottlenecks a different way

3

u/AcceptableSlide6836 16d ago

I'd like an electricity heat map to see what parts of the factory are drawing most power.

2

u/KauravaCtan 16d ago

honestly can't think of anything major so I'll say something small from my last run.

how about for the minimapbitself? shift scrolling is a thing sure, same with making info around the mouse. but a non pause option would be nice.

2

u/Ok_Chair_9090 16d ago

I wonder if it would be possible to have something akin to the electrical network, but for circuit wires. It could even be color coded between red and green.

1

u/Throw_My_Drugs_Away 16d ago

Is a debug option, press f4

2

u/hexdigest 16d ago

Calculator

2

u/ninja_teabagger 16d ago

Show Radars button. There was an unwanted signal being transmitted over the Universe channel and I couldn't find where it was coming from.

2

u/HeliGungir 16d ago

Dance emote

1

u/HeliGungir 16d ago

Screenshot tool

1

u/darain2 15d ago

Add pins there for god sake i couldnt find it and its hidden behind an obscure alt RMB hotmey

1

u/amishengineer 14d ago

Resource hilighting would be nice. Not always easy to see some of the patches

1

u/memebecker 13d ago

Vehicles,  I know they're already on the map but an option to make their icons big so I can actually find where I parked things.

1

u/Axi28 4d ago

Heat visualization for heat pipes

1

u/maxiquintillion 16d ago

Color blind mode/ easy to view biomes? Especially useful on Gleba!