Search found 7 matches

by Lucius
Wed May 24, 2017 6:05 pm
Forum: Ideas and Suggestions
Topic: Map View Highlighting: Power Grids and Logistic Networks
Replies: 1
Views: 1127

Map View Highlighting: Power Grids and Logistic Networks

TL;DR When in Map view, highlight a power grid if hovered over with the mouse. Right now it can be hard to tell if 2 grids are the same or not. Same for Logistic Networks. What ? Highlighting power grids and logistic networks when hovered over with the mouse can help to better identify them. Logist...
by Lucius
Sat Jul 09, 2016 3:18 pm
Forum: Ideas and Suggestions
Topic: [0.13.X] Even smarter trains
Replies: 4
Views: 1862

Re: [0.13.X] Even smarter trains

I agree that the train system would need some few last tweeks and adjustments (station skipping, "go to" commands), but i'm overall satisfied with how it works now! Could be much worse ;) This game is indeed about automation but too much of that and you will defeat its whole purpose! Right...
by Lucius
Fri Jul 08, 2016 12:25 pm
Forum: Implemented Suggestions
Topic: Terrain elevation, hills and mountains with fake cliffs
Replies: 67
Views: 67219

Re: Terrain elevation, hills and mountains with fake cliffs

That would be an awesome update, but unfortunately Factorio is not built in an isometric grid, it's "front view"! Fake elevations like Transport Tycoon seem quite impossible to implement now, and front-view cliffs are not good looking... AT ALL! (see images in the first post) But Isometric...
by Lucius
Fri Jul 08, 2016 11:49 am
Forum: Balancing
Topic: (0.13) Disparity of starting resource generation
Replies: 6
Views: 3174

Re: (0.13) Disparity of starting resource generation

In the early game I've always found running around very boring and if you are unlucky with starting resources you need to run quite a lot or restart alltogether. Personally, I see 3 solutions to this problem: 1) Put some Iron, Copper and Coal in the starting area by default. Maybe use the same algor...
by Lucius
Thu Jul 07, 2016 3:44 pm
Forum: Ideas and Suggestions
Topic: Copy/Paste Train Conditions
Replies: 25
Views: 45474

Re: Copy/Paste Train Conditions

not sure if already implemented partially but the first thing i did when i made 2 trains for 1 stop, was fully setup one train and leave it in manual then copy paste like i would with assembler settings and it worked for me, in 0.13.2 Yea, that definitely works! :mrgreen: Shift+Right Click the loco...
by Lucius
Thu Jul 07, 2016 3:27 pm
Forum: Ideas and Suggestions
Topic: Advanced boilers
Replies: 9
Views: 2656

Re: Advanced boilers

To summerize: not very useful in my opinion. I think we are missing two major point here: pipes have a troughput limit and boilers don't chew up much coal in the first place. For example a pipe system with: (3 offshore pumps)->(28 boilers)->(21 steam engines) is "pretty close" to the pipe...
by Lucius
Wed Jul 06, 2016 1:41 pm
Forum: Implemented Suggestions
Topic: [0.13]Deactivating Train Stop via Network
Replies: 17
Views: 8926

Re: [0.13]Deactivating Station via Network

Puppet and Ghost Trains If you REALLY-REALLY want to deactivate a station, you could just put a "puppet train" (locomotive and no carts) at your station which leaves only when certain circuit conditions are met (chests full). Other trains will look for a station with the same name somewhe...

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