Search found 139 matches

by Factoruser
Wed Oct 02, 2019 4:53 pm
Forum: Ideas and Suggestions
Topic: Option for disabling artillery auto target
Replies: 39
Views: 5601

Re: Option for disabling artillery auto target

Agree for "turrets" but not for artillery wagon. Further this should be controlled by the circuit system. Artillery guns should send their ammunition count to the network and beeing enabled on condition. The wagon is ment to fire automatically where you send it to. If you don't want this, you have t...
by Factoruser
Wed Oct 02, 2019 2:57 pm
Forum: Ideas and Suggestions
Topic: Make fuel slots (in a locomotive, car, tank, furnace...) have a filter
Replies: 8
Views: 506

Re: Make fuel slots (in a locomotive, car, tank, furnace...) have a filter

I think it would be better to use a smart fueling station setup. I see the trouble more in the improvement of the circuit system; the combinators are extremely useless yet. A simple comparsion "chest A <> chest B" requires 3 combinators for instance and therefore you get rapidly a hell of a cable ta...
by Factoruser
Wed Oct 02, 2019 2:44 pm
Forum: Ideas and Suggestions
Topic: Placing a bp with shift click results in unexpected stone on some belts.
Replies: 3
Views: 248

Re: Placing a bp with shift click results in unexpected stone on some belts.

invisus wrote:
Wed Oct 02, 2019 1:15 pm
Use deconstruction planner to clear rocks/ground items before placing blueprint
👍

The game should not become over-automized, so that you are just watching a facility city growing on its own. Some obstacles in the way are good.
by Factoruser
Tue Oct 01, 2019 12:31 pm
Forum: Ideas and Suggestions
Topic: Circuit network design
Replies: 20
Views: 2903

Re: Circuit network design

I even don't understand how this should have any effect for players. Maybe you could check whether a train has slots reserved for ore. But the circuit system is THAT primitive and inconvenient, that you can't use this sensibly. For example a smart train station, changing the filter of filter inserte...
by Factoruser
Sun Nov 25, 2018 4:45 pm
Forum: Ideas and Suggestions
Topic: Underwater Nodes
Replies: 10
Views: 1319

Re: drowned ore resurfaces with landfill

Yes, but not sensible, especially you are pouring rocks over the deposits.
by Factoruser
Sun Nov 25, 2018 4:42 pm
Forum: Ideas and Suggestions
Topic: Wildcard Stations in Train Schedules
Replies: 2
Views: 335

Wildcard Stations in Train Schedules

You should be able to use wildcards resp. the '*' in station's names of schedules somehow. Purpose: artillery wagon/train on patrol. You may name stations "Outpost 1", "Outpost 2" and so on, and only set(edit) in the schedule "Outpost *". This way the train will "alphabetically" go to each station m...
by Factoruser
Sat Oct 20, 2018 4:50 pm
Forum: Ideas and Suggestions
Topic: Copy & paste train conditions
Replies: 7
Views: 1306

2 additional buttons for train schedules:

- "Copy" and "Edit".

"Copy" copies the selected station and all of its conditions, inserting it another time.

"Edit" lets you change the selected station, select another one from the list.

This is something you could really use very often.
by Factoruser
Sat Oct 20, 2018 4:45 pm
Forum: Ideas and Suggestions
Topic: Clock combinator
Replies: 5
Views: 617

Re: Clock combinator

As I told here the circuit system needs much improvement. Just like this logic gate thing - you need 2 decider combinators that are creating a simple "true" signal each, which could be then logically combined with the arithmetic combinator. 3 elements and many wires just for that simple task. This ...
by Factoruser
Fri Oct 12, 2018 8:56 pm
Forum: Ideas and Suggestions
Topic: Circuits: enhancing rail signal function
Replies: 6
Views: 680

Re: Circuits: enhancing rail signal function

+1 though I'd suggest a signal outputs the ID of the train that has reserved it (if orange) or of the train that is in the next block (if red). It should only send a signal of a train in the rail signal's block. The use would simply be to detect whether any train is in a block as needed for railway...
by Factoruser
Tue Oct 09, 2018 11:33 pm
Forum: Ideas and Suggestions
Topic: Better Power Network Informations
Replies: 6
Views: 494

Re: Better Power Network Informations

I think the ruler-and-calculator-method is still easier :roll:
by Factoruser
Tue Oct 09, 2018 11:29 pm
Forum: Ideas and Suggestions
Topic: Tanks(Cars) should keep their inventory when picked up...
Replies: 6
Views: 540

Re: Tanks(Cars) should keep their inventory when picked up...

What happens if you put a car in a car in a car in a... Nothing, because cars in a vehicle's inventory are not part of the stored inventory - just: fuel and ammuniton (in case). They are assigned technically as attribute like the vehicles' hitpoints. You just pick up and unpack your car/tank and it...
by Factoruser
Mon Oct 08, 2018 8:17 pm
Forum: Ideas and Suggestions
Topic: Better Power Network Informations
Replies: 6
Views: 494

Re: Better Power Network Informations

Well, the even more simple solution is to use a calculator and maybe ruler/set square... It's just a bit annoying to estimate the consumption by rule of thumb instead of having the real numbers.
by Factoruser
Mon Oct 08, 2018 7:59 pm
Forum: Ideas and Suggestions
Topic: Other fuel options
Replies: 9
Views: 660

Re: Other fuel options

First factorio should implement heating and pollution values for liquids resp. allow to burn them. They already have that. Really ? Even resulting temperature and pollution ? in 0.16, the only entity that can burn fluids is the generator (steam engine) Of course, consuming fluids isn't a real diffe...
by Factoruser
Sun Oct 07, 2018 4:06 pm
Forum: Ideas and Suggestions
Topic: Tanks(Cars) should keep their inventory when picked up...
Replies: 6
Views: 540

Tanks(Cars) should keep their inventory when picked up...

- not really. Only their fuel and ammunition. Those should be converted into an item property of the vehicle item like the hitpoints when storing and re-converted when unpacking.

Well, I'm not the guy who drives every metre with a car...
by Factoruser
Sun Oct 07, 2018 4:02 pm
Forum: Ideas and Suggestions
Topic: This circuit system...
Replies: 10
Views: 991

Re: This circuit system...

I'm not sure which solution would be better resp. easier to implement... At least you'll still need a kind of code that represents the logic of your combinator. It would be cool though if you might have an in-game puzzle where you draw a kind of circuit schematic...
by Factoruser
Sun Oct 07, 2018 1:56 pm
Forum: Ideas and Suggestions
Topic: AWay to totally lock a track path.
Replies: 63
Views: 5831

Re: AWay to totally lock a track path.

TL;DR - You have to place (red) signals at the entraces of the tracks and a chain signal BEFORE the branching. Then a train will wait for the first track where the signal at its entrace is turning green. The signals at the entraces should be chain signals too, otherwise trains could wait behind them.
by Factoruser
Sun Oct 07, 2018 1:48 pm
Forum: Ideas and Suggestions
Topic: "Constructor" mech vehicle for early game
Replies: 9
Views: 1380

Re: "Constructor" mech vehicle for early game

Once I suggested "manual" autobuild. I.e. if you stand close enough to a ghost and have the item, you're placing it automatically. Of course also auto-repair. But I'm totally satisfied with the actual blueprint system, I even don't hurry getting robots anymore. I can pick a ghost with the middle mou...
by Factoruser
Sun Oct 07, 2018 1:36 pm
Forum: Ideas and Suggestions
Topic: Better Power Network Informations
Replies: 6
Views: 494

Better Power Network Informations

There should be a calculated value somewhere, how much the power producers in the network can maximally produce. I.e. if you've got 480 steam engines "432 MW". Of course without checking whether you've got enough boilers and water. Further there should be tooltips above the graphs showing the maximu...
by Factoruser
Sun Oct 07, 2018 1:21 pm
Forum: Ideas and Suggestions
Topic: Other fuel options
Replies: 9
Views: 660

Re: Other fuel options

First factorio should implement heating and pollution values for liquids resp. allow to burn them. It would be nice if you have to fuel vehicles with light oil instead of anything that burns resp. need distinct fuel (steam locomotive, diesel locomotive, electric locomotive) or having electric locomo...
by Factoruser
Sun Oct 07, 2018 12:47 pm
Forum: Ideas and Suggestions
Topic: This circuit system...
Replies: 10
Views: 991

Re: This circuit system...

You can do anything with the factorio "combinators" but the point is, how easy. One big problem is, that you have to regard how the "combinators" are connected. A single wrong wire destroys the whole concept, and you hardly see which "combinator" is connected with what. Because you can only make a s...

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