Search found 13 matches
- Fri Jul 19, 2019 4:45 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 243152
Re: Friday Facts #304 - Small bugs; Big changes
I really like these changes. I still think that it might be better to allow users to choose which inputs and outputs to use for oil. Setting configuration would make builds much neater. Overall, I really like these changes. Especially the oil change, as I often abandoned maps when I got to oil becau...
- Fri Feb 22, 2019 5:48 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 171094
Re: Friday Facts #283 - Prepare to Launch
Did I hear "next week?"
I can't wait!
I can't wait!
- Fri Nov 24, 2017 5:04 pm
- Forum: News
- Topic: Friday Facts #218 - Import bpy, Export player
- Replies: 67
- Views: 36095
Re: Friday Facts #218 - Import bpy, Export player
Is there a way to make the lighting work with MSI Boards? I don't know what the Razor chroma is, but I have RGB elements through an MSI board, which would be interesting to see change with factorio. Thanks!
- Thu Oct 05, 2017 11:31 pm
- Forum: Ideas and Suggestions
- Topic: electric trains
- Replies: 176
- Views: 74851
Re: Electric Trains and module carts
Ah I see. The point of my suggestion was something new. I wanted to have a completely new mechanic built upon an old one. Like I stated in earlier replies, I was debating talking about multiple different types of trains and rails for different purposes in addition to the modular carts. I felt that t...
- Thu Oct 05, 2017 10:01 pm
- Forum: Ideas and Suggestions
- Topic: electric trains
- Replies: 176
- Views: 74851
Re: Electric Trains and module carts
Balancing doesn't happen in a vacuum it happens with a lot of user feedback there's a whole other sub forum just dedicated to balancing issues. I've been thinking actually what might solve this problem boils down to modules and trains. The train GUI is already cramped and fitting in my suggestion i...
- Thu Oct 05, 2017 7:34 pm
- Forum: Ideas and Suggestions
- Topic: electric trains
- Replies: 176
- Views: 74851
Re: Electric Trains and module carts
Honestly this sounds like a mod first thing All your balancing seems off so making this into a mod and testing all that would be useful rather than dumping it on the devs and expecting it to work out of the box If I could learn. Lua easily, I'd make a mod for this. Especially for the modules, the e...
- Thu Oct 05, 2017 2:33 am
- Forum: Ideas and Suggestions
- Topic: electric trains
- Replies: 176
- Views: 74851
Re: Electric Trains and module carts
My bad, I should have specified the combinator car specifically. And while you are right about fixes only working for a certain amount of time, it is better (in most cases) for those fixes to add depth to the game whereas electric trains would simply be a way to connect two existing systems togethe...
- Thu Oct 05, 2017 1:53 am
- Forum: Ideas and Suggestions
- Topic: electric trains
- Replies: 176
- Views: 74851
Re: Electric Trains and module carts
What I was mentioning in the first one was that if you had a double-headed train with equal amounts of engines on both ends, adding any cargo wagons would slow it below its max speed, so you could only reach top speeds with single-header trans or if you only used it for player transportation (witho...
- Thu Oct 05, 2017 1:08 am
- Forum: Ideas and Suggestions
- Topic: electric trains
- Replies: 176
- Views: 74851
Re: Electric Trains and module carts
What I was mentioning in the first one was that if you had a double-headed train with equal amounts of engines on both ends, adding any cargo wagons would slow it below its max speed, so you could only reach top speeds with single-header trans or if you only used it for player transportation (witho...
- Wed Oct 04, 2017 10:57 pm
- Forum: Ideas and Suggestions
- Topic: electric trains
- Replies: 176
- Views: 74851
Re: Electric Trains and module carts
A few things: 1. This would not work well with double-headed trains. An engine has as much weight as 2 cars, so a train with 1 forward-facing engine and one backward-facing engine would slow down with any cars. The same exact thing would happen with 2 of each forward and backward engines, and so on...
- Wed Oct 04, 2017 10:18 pm
- Forum: Ideas and Suggestions
- Topic: electric trains
- Replies: 176
- Views: 74851
Electric Trains and module carts
TL;DR A faster, late game train and carts which change what a train can do. What ? I suggest a second type of train, used for late game transportation. This would be an electric train. That means that it would require electricity along the rails anywhere you want it to accelerate, and if a certain ...
- Tue Mar 28, 2017 9:27 pm
- Forum: Gameplay Help
- Topic: Train Station Question
- Replies: 2
- Views: 1555
Train Station Question
I'm working on a train network which has multiple unloading stations. Currently, different trains are set up for different stations, but it could be more efficient if the trains could go to either, and if one was occupied, the train could go to the second station. Is there any way to make this happe...
- Mon Mar 27, 2017 12:42 am
- Forum: Pending
- Topic: Random Crashing
- Replies: 1
- Views: 1198
Random Crashing
As far as I can tell, what causes this crash is transport belts. The only problem is that when I remove them after converting the map to a scenario, the game crashes when I load the map. Please help. 0.003 2017-03-26 19:32:43; Factorio 0.14.22 (build 25342, win64, steam) 0.003 Operating system: Wind...