Search found 167 matches
- 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...
- 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.
- 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...
- 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.
- 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...
- 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 ...
- 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 ...
- 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...
- 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...
- 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 ...
- 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...
- 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. ...
- 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...
- 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...
- 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....
- 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...
- 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...
- 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...
- 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.
- 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&...