Search found 872 matches

by Tekky
Sun Jan 20, 2019 11:34 am
Forum: Ideas and Suggestions
Topic: Suggestion about Planet impact on our factories
Replies: 4
Views: 125

Re: Suggestion about Planet impact on our factories

I think it would be more important to implement permanent modifies that are determined by the biome, rather than temporary modifiers that are determined by the weather. Biomes have been discussed a bit in the following suggestion threads: https://forums.factorio.com/viewtopic.php?f=6&t=3219 Biome re...
by Tekky
Sun Jan 20, 2019 11:26 am
Forum: Ideas and Suggestions
Topic: Transport Planes
Replies: 4
Views: 924

Re: Transport Planes

The main problem I see with planes - in contrast to helicopters - is that they require a long runway. I guess such runways could be implemented as a very large building. However, I'm not sure if the Factorio engine supports such large buildings. Another question arises: Should biters/spitters be abl...
by Tekky
Sat Jan 19, 2019 8:59 pm
Forum: Ideas and Suggestions
Topic: Transport Planes
Replies: 4
Views: 924

Re: Transport Planes

Related thread:
viewtopic.php?f=6&t=41021 Helicopter
by Tekky
Sun Jan 13, 2019 11:30 am
Forum: Ideas and Suggestions
Topic: Logistics Robot Balance
Replies: 36
Views: 578

Re: Logistics Robot Balance

BTW: There was a big discussion about this in the past and there's not much left to discuss anymore... ;) Yes, here are the links to the corresponding Factorio Friday Facts: Friday Facts #224 - Bots versus belts Friday Facts #225 - Bots versus belts (part 2) These articles contain links to the corr...
by Tekky
Fri Jan 11, 2019 4:58 pm
Forum: Ideas and Suggestions
Topic: Turntables + Automated Detaching
Replies: 7
Views: 413

Re: Turntables + Automated Detaching

Modern trains no longer use turntables, except for very few exceptions. Instead, they either have a locomotive or motor coach on both ends. The reason for this is that modern locomotives/motor coaches can drive just as well in forward and reverse. Therefore, in my opinion, the main problem is that, ...
by Tekky
Fri Jan 11, 2019 2:02 pm
Forum: Ideas and Suggestions
Topic: seach for or highlight ores in the map view
Replies: 2
Views: 98

Re: seach for or highlight ores in the map view

I agree. Even when playing with a small amount of ores in vanilla, I often have trouble distinguishing ore fields from terrain.

When using Bob's Mods, which introduces a large number of different ores, it becomes a lot of work to find a certain type of ore.
by Tekky
Fri Jan 11, 2019 12:42 pm
Forum: Balancing
Topic: Stronger Vanilla Locomotives
Replies: 15
Views: 372

Re: Stronger Vanilla Locomotives

Solid fuel combustion engines? we need trains running on light oil (diesel) electric trains (cable, accu-powered, nuclear and fusion generator) proper steam locos with a water tank In reality, the first trains were powered by steam engines, which actually did use a solid fuel for combustion. They m...
by Tekky
Thu Jan 10, 2019 1:05 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 9
Views: 136

Re: Dynamic train schedule

I agree that train entry/skipping conditions would be an important feature. However, OpenTTD style conditional jump orders may be better, since they allow you to jump to any order in the train's schedule, thereby allowing you to skip several orders at once, instead of only one order per entry/skip c...
by Tekky
Wed Jan 09, 2019 1:36 pm
Forum: Balancing
Topic: Stronger Vanilla Locomotives
Replies: 15
Views: 372

Re: Stronger Vanilla Locomotives

I agree that bi-directional trains should get better acceleration, because they only have half of the acceleration as in reality. In reality, all locomotives contribute to the propulsion of the train, even the locomotives facing the other direction. This is not the case in Factorio. This issue has b...
by Tekky
Mon Jan 07, 2019 7:55 pm
Forum: Ideas and Suggestions
Topic: Combinator comments!
Replies: 2
Views: 74

Re: Combinator comments!

This has already been suggested and discussed in the following threads: https://forums.factorio.com/viewtopic.php?f=6&t=62279 Combinators information https://forums.factorio.com/viewtopic.php?f=6&t=56214 Comments on Deciders, possibly other entities https://forums.factorio.com/viewtopic.php?f=6&t=63...
by Tekky
Sun Jan 06, 2019 11:01 am
Forum: Ideas and Suggestions
Topic: Compilatron - unlockable in freeplay
Replies: 1
Views: 92

Re: Compilatron - unlockable in freeplay

If this were implemented, I think the Compilatron should only be visible to the player and not to other players. Otherwise, it would be annoying to other players if he saw a Compilatron following every player. The player's screen would be cluttered if there were many other players on the screen at o...
by Tekky
Tue Jan 01, 2019 7:11 pm
Forum: General discussion
Topic: Underground belt lane splitting, anyone else hate it?
Replies: 97
Views: 12289

Re: Underground belt lane splitting, anyone else hate it?

The premise of this thread is "I don't like a feature, so i demand it should be removed". I am not in favor of removing the feature, because I consider it an important feature. I am rather in favor of the feature being reintroduced into the game in a more intuitive manner, for example as a configur...
by Tekky
Mon Dec 31, 2018 3:55 pm
Forum: Ideas and Suggestions
Topic: Show circuit network signal on non-pole entity
Replies: 14
Views: 586

Re: Make all things connected to the circuit network show their signals when hovered over

This has already been suggested and discussed in the following thread:

viewtopic.php?f=6&t=62774 Show circuit network signal on non-pole entity

EDIT: Meanwhile, the threads have been merged. Therefore, my above link now points to the current thread.
by Tekky
Sun Dec 30, 2018 12:11 pm
Forum: Ideas and Suggestions
Topic: Add a space saving"circuit box" for combinator setups
Replies: 18
Views: 956

Re: Circuit Network-Housing

This has already been suggested one year ago in the following thread:

viewtopic.php?f=6&t=57067 Add a space saving "circuit box" for combinator setups

EDIT: In the mean time, the threads have been merged. Therefore, my above link now points to the current thread.
by Tekky
Sun Dec 30, 2018 11:15 am
Forum: Ideas and Suggestions
Topic: Acceleration starting Factorio for the usual play
Replies: 6
Views: 159

Re: Acceleration starting Factorio for the usual play

According to this reddit post by a Factorio developer, it is not possible to save/load the entire Lua state.

Therefore, I'm afraid that what you suggestion is not possible, due to limitations in the Lua programming language.
by Tekky
Thu Dec 27, 2018 4:50 pm
Forum: Ideas and Suggestions
Topic: Auto turn trains when placing them
Replies: 19
Views: 1290

Re: Train should face proper direction on one-way rails

This has already been suggested in the following thread:

viewtopic.php?f=6&t=41385 Auto turn trains when placing them

EDIT: Now that the threads have been merged, my link above now points to the current thread.
by Tekky
Sat Dec 22, 2018 9:44 pm
Forum: Ideas and Suggestions
Topic: Allow train signals to provide access to changing train content
Replies: 3
Views: 141

Re: Allow train signals to provide access to changing train content

And it is even possible to read the contents through the train signal, as it is implemented in the train station. That part of your suggestion has already been suggested by me two years ago. In the folllowing thread, I suggested that track signals should be able to read the train ID and also all tr...
by Tekky
Wed Dec 12, 2018 10:34 pm
Forum: Ideas and Suggestions
Topic: Better compression for savegames
Replies: 15
Views: 388

Re: Better compression for savegames

Some games don't apply compression to autosaves (or only minimal compression), whereas apply heavy compression to manually saved games. I'm not sure if this already is the case with Factorio, but, if not, I would be in favor of this being implemented. This would be meaningful, because, when autosavi...
by Tekky
Sun Dec 09, 2018 12:08 pm
Forum: Ideas and Suggestions
Topic: Selective Station Enabling
Replies: 5
Views: 182

Re: Selective Station Enabling

Sad_Brother wrote:
Sun Dec 09, 2018 6:58 am
Train ID is not the best thing to control.
That can be changed. This has been discussed in the following threads:

viewtopic.php?f=6&t=46969 Constant Combinator for Locomotive
viewtopic.php?f=6&t=56302 Train ID as Constant Combinator
by Tekky
Sat Dec 08, 2018 7:52 pm
Forum: Ideas and Suggestions
Topic: Selective Station Enabling
Replies: 5
Views: 182

Re: Selective Station Enabling

Instead of allowing the station to specify a specific Train ID, I think a more flexible solution would be the ability to set conditional orders on the train itself. This has been suggested in the following threads: https://forums.factorio.com/viewtopic.php?f=6&t=49214 Train Entry-Condition https://f...

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