Search found 50 matches

by Chao
Tue Sep 24, 2019 8:04 pm
Forum: Ideas and Suggestions
Topic: Midi in-/output for Factorio
Replies: 6
Views: 308

Re: Midi in-/output for Factorio

So until here this seems to be easy, but - and maybe I need to be corrected here, cause my knowledge is now nearly 2 years old - there is no way to input something into Factorio that way. There is no function to read files, to read a network stream to read anything from outside of Factorio-context....
by Chao
Tue Sep 24, 2019 7:49 pm
Forum: Ideas and Suggestions
Topic: Change amount of pollution due burned fuel
Replies: 2
Views: 142

Re: Change amount of pollution due burned fuel

Glad_S wrote:
Tue Sep 24, 2019 10:55 am
Wood is max, nuclear fuel is 0.
There's a small town in Ukraine that would like to discuss airborne nuclear material with you.
by Chao
Tue Sep 24, 2019 7:45 pm
Forum: Ideas and Suggestions
Topic: Thermal power plant
Replies: 24
Views: 899

Re: Thermal power plant

Just out of wanting to understand you, here, why do you think that oil-fired boilers should be more efficient than solid fuel boilers? I think in terms of the gameplay choices, solid fuel is more of just a "stand in" for using fluid as fuel directly due to a number of issues related to the fluid dy...
by Chao
Mon Sep 23, 2019 11:37 pm
Forum: Ideas and Suggestions
Topic: Thermal power plant
Replies: 24
Views: 899

Re: Thermal power plant

The thinking was adding an oil or gas powered boiler that can reach higher temperatures and better energy efficiency for fuel, thus giving a reason to move into turbines and heatpipes before nuclear. Just to be clear, there is no efficiency difference between the lower and higher temperatures. It's...
by Chao
Mon Sep 23, 2019 7:52 pm
Forum: Ideas and Suggestions
Topic: Thermal power plant
Replies: 24
Views: 899

Re: Thermal power plant

You can totally use turbines with thermal fossil fuel power plants (aka boilers). There's just hardly a reason to, as the only thing that they are better at than steam engines when using 165°C steam is that they take half the space (but are much more expensive)... P.S.: Also there are tons of mods ...
by Chao
Sun Sep 22, 2019 2:31 pm
Forum: Ideas and Suggestions
Topic: Thermal power plant
Replies: 24
Views: 899

Re: Thermal power plant

With the oil changes mentioned a few weeks ago I want to revive this idea. Having an oil/turbine setup to ease in the step up to nuclear fits with the philosophy behind the level 1 oil change. Plus by making it fuelled specifically by light or heavy oil means there's more reason to chase this upgrad...
by Chao
Wed Jul 10, 2019 9:10 am
Forum: Ideas and Suggestions
Topic: Middle click to set all filters
Replies: 3
Views: 146

Re: Middle click to set all filters

If you have multiple wagons with the same set of filters you can simply copy that with shift+right click -> shift+left click. I'd prefer if shift+left-click dragging worked to assign filters to multiple slots without releasing the mouse button - the same it works for pasting settings onto entities ...
by Chao
Tue Jul 09, 2019 6:47 pm
Forum: Ideas and Suggestions
Topic: Middle click to set all filters
Replies: 3
Views: 146

Middle click to set all filters

TL;DR I want to be able to middle click on a train, or other container with filterable inventory slots, and set the filter to the current contents. What ? Middle click can currently be used to set filter slots, but doing it for a whole container is slow and repetitive. This gets even worse on train...
by Chao
Sun Jun 16, 2019 6:52 pm
Forum: Ideas and Suggestions
Topic: Return the object avoidance mode for ghost rail building
Replies: 19
Views: 1081

Re: Return the object avoidance mode for ghost rail building

Please please return this. Especially early game I like trying to work with the environment. At times I've even actively routed through forest for interesting train paths.
by Chao
Sun Jun 16, 2019 6:34 pm
Forum: Ideas and Suggestions
Topic: Thermal power plant
Replies: 24
Views: 899

Re: Thermal power plant

I'd also really like a middle ground power generation. Right now steam vs nuclear are completely separated tech stacks. Building nuclear is a huge learning curve as every component is new, you need to build out complex setups for fuel while also understand heatpipes and heat exchangers and building ...
by Chao
Sun Jun 16, 2019 6:06 pm
Forum: Ideas and Suggestions
Topic: Control Power Connections by Coloring Power Poles (with Lamps)
Replies: 49
Views: 1976

Re: Control Power Connections by Coloring Power Poles (with Lamps)

I guess: If you store wire connections in blueprints, it is not clear, what to do, when you place a blueprint near many other poles. Think a bit about it and you will see, that there could be really strange situations happen, like there is no connection to the new part, even if the poles are near e...
by Chao
Sun Jun 16, 2019 5:59 pm
Forum: Ideas and Suggestions
Topic: Default Train waiting condition for the new temporary Station
Replies: 22
Views: 869

Re: Default Train waiting condition for the new temporary Station

I would like the idea of a configureable condition. I would like to have it at "30 seconds" + "passenger present". If i had hijacked another train, i would simply delete the passenger present, and the train proceeds with its tasks. At the moment i try to always add "passenger present", but forget i...
by Chao
Sat Jun 01, 2019 11:45 am
Forum: Ideas and Suggestions
Topic: Important (and easy) Fix for Train Signals
Replies: 11
Views: 494

Re: Important (and easy) Fix for Train Signals

it is if you are setting up signals in the reverse direction of travel. if you want your signals to be 4 wagons apart, but start from the first, you need to look, "ah there is 4 cars" move your cursor to that spot, place signal, move back to first signal, and verify you placed correct and werent of...
by Chao
Sat Jun 01, 2019 11:42 am
Forum: Ideas and Suggestions
Topic: Default Train waiting condition for the new temporary Station
Replies: 22
Views: 869

Re: Default Train waiting condition for the new temporary Station

Or even just have a place to set the default waiting condition, with "switch to manual" being an option. Then everyone can tailor to their preferences.
by Chao
Sat Jun 01, 2019 11:41 am
Forum: Ideas and Suggestions
Topic: Control Power Connections by Coloring Power Poles (with Lamps)
Replies: 49
Views: 1976

Re: Control Power Connections by Coloring Power Poles (with Lamps)

Perhaps if there is concern over the size of blueprints with wires included you could just make it a toggle that defaults to not included and default connection behaviour? Then only the small number of edge cases end up with a larger blueprint.
by Chao
Thu May 16, 2019 10:53 pm
Forum: Ideas and Suggestions
Topic: Recipe of poison capsule
Replies: 4
Views: 269

Re: Recipe of poison capsule

On the subject of poison capsules a second level that takes something like poison capsule + uranium ore as a cheap and nasty dirty bomb could be a good compliment. I wonder if devs are willing to add terrorism contents? :lol: Well, chemical/biological weapons fall under the same category too ;) Not...
by Chao
Thu May 16, 2019 5:28 pm
Forum: Ideas and Suggestions
Topic: Recipe of poison capsule
Replies: 4
Views: 269

Re: Recipe of poison capsule

I really like the idea of adding sulphuric acid in the recipe, it feels fluids are underused and this is a good usecase.

On the subject of poison capsules a second level that takes something like poison capsule + uranium ore as a cheap and nasty dirty bomb could be a good compliment.
by Chao
Wed May 15, 2019 11:56 pm
Forum: Ideas and Suggestions
Topic: Hyper belts (new belt tier, not a straight upgrade)
Replies: 6
Views: 332

Re: Hyper belts (new belt tier, not a straight upgrade)

There is a need for high throughput belts in megabases, but the developers (rightly) do not want to just add just a simple straight upgrade as it would add nothing to the gameplay other than needing another cycle of upgrading existing lines. The intention with this design is to provide high through...
by Chao
Wed May 15, 2019 7:44 am
Forum: Ideas and Suggestions
Topic: Stop Belt Immunity from drawing power constantly
Replies: 3
Views: 151

Re: Stop Belt Immunity from drawing power constantly

Alternatively you could just heavily reduce its power requirements to be relatively negligible. It may well be easier to implement and as it takes up valuable equipment space I think that's a fair tradeoff for its usefulness considering how situational it is.
by Chao
Wed May 15, 2019 7:40 am
Forum: Ideas and Suggestions
Topic: Production statistics search bar
Replies: 6
Views: 287

Re: Production statistics search bar

Mentioned this a couple of days ago on the subreddit too. This would be a really noticeable QOL improvement while being relatively light on dev effort.

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