Search found 167 matches

by Factoruser
Fri Mar 31, 2023 9:04 pm
Forum: Implemented Suggestions
Topic: [1.1.76][mac-arm] ⌘ (Cmd) + W closes the game without saving
Replies: 11
Views: 4831

Re: [1.1.76][mac-arm] ⌘ (Cmd) + W closes the game without saving

⌘ (Cmd) + W is a system shortcut in Mac OS to close an application. No, it's the standard shortcut to close the active WINDOW. ⌘Q is the system shortcut to quit an application. It's strange whether Factorio should react to ⌘W, but this should be removed. Further it's possible to catch ⌘Q like Alt+F...
by Factoruser
Wed Feb 15, 2023 6:48 pm
Forum: Ideas and Suggestions
Topic: Option to not spawn the shipwreck in Freeplay mode
Replies: 3
Views: 1009

Re: Option to not spawn the shipwreck in Freeplay mode

This is IMO clearly a job for respective mods. I'd only change the stuff of the debris: all starting items / "survival set" has to be gained from the main part, all other parts give metal plates - maybe also some copper wires and steel plates.
by Factoruser
Fri Feb 10, 2023 4:56 pm
Forum: Ideas and Suggestions
Topic: Trains should skip stops if the conditions are already met
Replies: 10
Views: 2815

Re: Trains should skip stops if the conditions are already met

I don't think it would be found an utterly nonsense by the players, if a train would skip any station where the break condition is full/empty and the train is already full/empty. They'd even expect this if they think about how the train would behave. So suggesting the following solution: * it should...
by Factoruser
Tue Feb 07, 2023 7:34 pm
Forum: Ideas and Suggestions
Topic: Vehicle Acceleration/Top Speed for Cars
Replies: 7
Views: 1661

Re: Vehicle Acceleration/Top Speed for Cars

I think cars should have a fixed acceleration, no matter what fuel you are using. Without gear change it would be hard to drive precisely otherwise. The maximum speed might be increased though. The tank should accelerate fairly good, but being simply cut at a rather low speed with normal fuel.
by Factoruser
Mon Feb 06, 2023 8:14 pm
Forum: Ideas and Suggestions
Topic: Trains should skip stops if the conditions are already met
Replies: 10
Views: 2815

Re: Trains should skip stops if the conditions are already met

Support, although the "seconds of inactivity" is problematic. At least it'll work if you have to make "inventory full/empty" a condition - the FIRST condition for the station. If you don't want skipping, you simply make it the second, third etc. condition and the first "1 se...
by Factoruser
Thu Feb 02, 2023 5:13 pm
Forum: Ideas and Suggestions
Topic: More color options for lamps
Replies: 6
Views: 2964

Re: More color options for lamps

I believe (of course) my colour system (see screenshots) is optimal. Only orange is missing (and violet instead of pink), further every colour signal should also have a light colour. - This should be "vanilla". Maybe someone even wants brown lights and I might see "some use" for ...
by Factoruser
Tue Jan 31, 2023 7:10 pm
Forum: Implemented in 2.0
Topic: Remove Expensive Mode
Replies: 35
Views: 19319

Re: Remove Expensive Mode

But I bet your "anime figurine player model" mods are very important, and require dumbing down of logistics of the basegame, amirite No, your anime player model mod won't have a problem with the expensive mode, but all mods that are changing and adding new recipes might get in a conflict ...
by Factoruser
Sun Jan 29, 2023 7:27 pm
Forum: Ideas and Suggestions
Topic: Notifications System
Replies: 37
Views: 15284

Re: Notifications System

The notification representation should be really more configurable. Besides, there should be a small "log" button where you can get a list of all warnings of... the last hours... Notifications have to be put together - if a building gets damaged, all damaged buildings in a close distance a...
by Factoruser
Sun Jan 29, 2023 7:08 pm
Forum: Ideas and Suggestions
Topic: Save/Load text files instead of text strings.
Replies: 4
Views: 21233

Re: Save/Load text files instead of text strings.

It would be nice if the interface would offer you some stored strings... It won't even need to be very sophisticated... just a file "strings.txt" in the savefile folder, one line e.g. "MAP:Myhell", followed by a line ">>>eNp1UTtLA0EQnvEMxgiaIk1AYoq0sVArkexqIyr6H...andsoon&qu...
by Factoruser
Sun Jan 29, 2023 6:45 pm
Forum: Implemented in 2.0
Topic: Remove Expensive Mode
Replies: 35
Views: 19319

Re: Remove Expensive Mode

- Support. The gain is not worth the disadvantages. You could already reduce resources in the enviroment, which is of course just like a simple handicap factor. The expensive mode requires additional work in modding and documentation. If a mod changes a recipe, it has also to consider the expensive ...
by Factoruser
Thu Jan 05, 2023 4:03 pm
Forum: Ideas and Suggestions
Topic: Make World Creation Sliders Human Readable.
Replies: 1
Views: 629

Re: Make World Creation Sliders Human Readable.

Support. The sliders should show percental values where 100% is the vanilla value. Maybe you should be able to read somewhere the internal values - it might be required for mod developers. The percental value hasn't to be linear with the internal value, e.g. 50% might be actually 75% of the internal...
by Factoruser
Fri Dec 30, 2022 3:10 pm
Forum: Ideas and Suggestions
Topic: "Perfect" solution for circuit network system
Replies: 13
Views: 3182

Re: "Perfect" solution for circuit network system

It's not necessary to cache the input signals when starting the timer. If you are "routing" the signals, you are intuitively expecting that they are actual values, rather than their former state. Normally you would use the "Repeater Combinator" with a constant value of 1 anyway. ...
by Factoruser
Tue Dec 27, 2022 1:15 pm
Forum: Ideas and Suggestions
Topic: "Perfect" solution for circuit network system
Replies: 13
Views: 3182

Re: "Perfect" solution for circuit network system

The "Repeater" Combinator would start a timer or hold a signal for the determined time. Delaying a signal in your meaning is the timer mode: the respective signal is sent after the timer ran out. But this is only for "slow" delays of 6 ticks and longer, if you'd need a tick-preci...
by Factoruser
Sun Dec 25, 2022 5:58 pm
Forum: Ideas and Suggestions
Topic: "Perfect" solution for circuit network system
Replies: 13
Views: 3182

Re: "Perfect" solution for circuit network system

I'm curious what kind of applications for timers you have? I have never needed to use items in circuits before. It's definitely possible to make a combinator-based counter that starts, stops and resets based on particular signals. Or one that waits for an input pulse of sufficient length before pro...
by Factoruser
Fri Dec 23, 2022 10:18 pm
Forum: Ideas and Suggestions
Topic: "Perfect" solution for circuit network system
Replies: 13
Views: 3182

Re: "Perfect" solution for circuit network system

⚙︎ New condition for Decider Combinator: BETWEEN resp. FROM-TO, setting at least 2 constant values for a signal i.e. e.g. "steam >9000 <11000" resp. "steam ≥9000 ≤11000". A decider combinator with "condition1 AND/OR/XOR condition2" isn't necessary except for this case....
by Factoruser
Fri Dec 23, 2022 9:33 pm
Forum: Ideas and Suggestions
Topic: "Perfect" solution for circuit network system
Replies: 13
Views: 3182

Re: "Perfect" solution for circuit network system

⚙︎ Combinators shouldn't require current and circuit_wire_max_distance should be 28 for all wireable entities. It should be easy to create a mod that does this, though I'm not aware of any. Changing everywhere circuit_wire_max_distance is easy and I put it in my mod. But it should be vanilla behavi...
by Factoruser
Thu Dec 22, 2022 5:14 pm
Forum: Ideas and Suggestions
Topic: "Perfect" solution for circuit network system
Replies: 13
Views: 3182

"Perfect" solution for circuit network system

Although Factorio is outstanding good in all aspects of a game, there's still a flaw till these days: the circuit network system. It's not matching the practical needs resp. to achieve some goals you've got to create very awkward constructions that go worse because it's hard to comprehend the wiring...
by Factoruser
Thu Dec 22, 2022 3:14 pm
Forum: Ideas and Suggestions
Topic: Factorio Modern Mod Manager
Replies: 20
Views: 5105

Re: Factorio Modern Mod Manager

I think at least having profiles, especially for the active mod combination, is a good idea. Sure, perhaps. You can also use save files for this, or have separate mod-list.json & mod-settings.dat files that you swap in and out via a batch script (there's the 3rd party mod manager... :lol: ). Th...
by Factoruser
Thu Dec 15, 2022 8:38 pm
Forum: Ideas and Suggestions
Topic: Factorio Modern Mod Manager
Replies: 20
Views: 5105

Re: Factorio Modern Mod Manager

I think at least having profiles, especially for the active mod combination, is a good idea.
by Factoruser
Fri Dec 09, 2022 3:43 pm
Forum: Ideas and Suggestions
Topic: New train stop "condition" "switch to manual operation"
Replies: 22
Views: 4849

Re: New train stop "condition" "switch to manual operation"

The only way to save clicking [...] No. Currently you might use "wait 30 seconds", but you shouldn't forget to switch to manual when you arrive, otherwise your train will elope and perhaps block other trains. With the "Stop"-"condition" you could "fire and forget&...

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