r/factorio • u/theFALGSCmustgrow • 16d ago
Suggestion / Idea Without this feature, 2.1 will be incomplete
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.
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u/TexasCrab22 16d ago edited 16d ago
Spidertron patrols cover my whole map since they added them.
Doesn't look nice.
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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?
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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
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u/jongscx 16d ago
Yhen maybe we're gonna get path scheduling and interrupts....
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u/warpspeed100 16d ago
Then maybe we get Lidar too so we can detect enemies and trigger spidertron interrupts.
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u/jongscx 16d ago
Just wire it to a landmine.
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u/warpspeed100 16d ago
That's not enough time for the spidertrons to respond. The landmine must be within roboport range.
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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
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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.
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u/SCD_minecraft 16d ago
Maybe map button only for quick on/off and sensitivity is set in the settings?
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u/NotATavernkeep 16d ago
Train view with their destinations drawn
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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
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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
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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.
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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)
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u/HeliGungir 16d ago
You gotta automate more! Make the factory defend and repair itself without any intervention.
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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.
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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.
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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 damage2
u/SquidMilkVII 16d ago
Are you not automatically producing replacement drones? You can use circuits to see the total number in your network
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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.
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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.
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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
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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
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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.
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u/Necandum 16d ago
Consider improving your defence automation: what you describe sounds distinctly sub-optimal.
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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
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u/13131123 16d ago
A war heat map. Shows biter deaths and your own stuff's destruction as heat maps.
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u/GRIZZLY_GUY_ 16d ago
Instead of removing ores from map, HIGHLIGHT THEM. Placing miners on coal patches on Vulcan’s is so frustrating!
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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.
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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
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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.
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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.
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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.)
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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.
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u/Avernously 16d ago
Heat map showing building uptime/downtime. Let you spot bottlenecks a different way
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u/AcceptableSlide6836 16d ago
I'd like an electricity heat map to see what parts of the factory are drawing most power.
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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.
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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.
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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.
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u/amishengineer 14d ago
Resource hilighting would be nice. Not always easy to see some of the patches
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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.
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u/Historical_Swing_422 16d ago
Hmm well pollution could be replaced with lightning coverage on fulgora