Search found 207 matches
- Thu Apr 06, 2017 7:08 pm
- Forum: Ideas and Requests For Mods
- Topic: Locomotive that can drive backwards
- Replies: 4
- Views: 2051
Re: Locomotive that can drive backwards
Would it be possible to have two locomotives share the same sprite? I know the second loco would still slow the train but I think it would still be interesting.
- Tue Apr 04, 2017 7:43 pm
- Forum: Ideas and Requests For Mods
- Topic: Locomotive that can drive backwards
- Replies: 4
- Views: 2051
Locomotive that can drive backwards
I've search the mod portal to no avail and I'm wondering if anyone has ever made modded up a single locomotive that can drive both ways (ie replacement for doing double header). If it hasn't been done before is it even possible to do with mods? If there is any chance it is possible then I may have j...
- Sat Mar 18, 2017 5:04 am
- Forum: Outdated/Not implemented
- Topic: Force a rail signal to be green by circuit control
- Replies: 8
- Views: 5440
Re: Force a rail signal to be green by circuit control
I have discovered a reason for wanting this to be implemented. Recently NiftyManiac came up with a mod that allows for coupling/decouipling trains when they stop at a station. I've been playing around with his mod attempting to build an automated sorting yard where trains are broken apart and rebuil...
- Fri Feb 10, 2017 6:48 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 57304
Re: Friday Facts #177 - Difficulty settings
The game is designed around mouse and keyboard so any issues you have because you're not using a mouse and keyboard are not real issues that we want to spend any time on. While I do understand about the game being designed around mouse and keyboard and I agree in principal, I think you should consi...
- Fri Feb 10, 2017 6:41 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 57304
Re: Friday Facts #177 - Difficulty settings
Wube communicate very well with all of us here, very transparent developer. Unfortunately that does mean you get to here the bad news along with the good. I hate hate waiting as much as the next person but I'd rather know that 0.15 will be late. The alternative is that february come and goes and eve...
- Wed Jan 11, 2017 7:04 pm
- Forum: Railway Setups
- Topic: Railroad Layouts
- Replies: 23
- Views: 23860
Re: Railroad Layouts
@xenomorph: devs could also subtly alter the sprites for trains and tracks so that the rails resemble the rails of a rollercoaster...then gradient wouldn't matter. Factorio already asks us to suspend disbelief over much less believable things than underground trains.
- Fri Aug 26, 2016 4:12 pm
- Forum: News
- Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
- Replies: 98
- Views: 50812
Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Vehicles with equipment grids! oooohhhMAGerd!!!!
- Fri Jul 08, 2016 6:37 pm
- Forum: News
- Topic: Friday facts #146 - The GFX workflow
- Replies: 42
- Views: 27922
Re: Friday facts #146 - The GFX workflow
That pump is clearly going to be for loading the rail tanker car...love the concept art so far, great idea to have it so the pipes visibly extend to connect with the wagon.
- Thu Jun 23, 2016 6:30 pm
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 68107
Re: Friday Facts #140 - Soon
if you're not a part of this community you will be apart from this community.
- Thu Apr 14, 2016 1:45 pm
- Forum: General discussion
- Topic: Train stations V vs H
- Replies: 45
- Views: 17775
Re: Train stations V vs H
That does bring up the interesting point that if loaders are implemented then trains being different sizes H vs V is a non-issue
- Mon Apr 11, 2016 5:29 pm
- Forum: General discussion
- Topic: Train stations V vs H
- Replies: 45
- Views: 17775
Re: Train stations V vs H
I think they should just split the difference and implement both methods....stretch the graphics but use gaps to keep from looking too ridiculous.
- Wed Mar 30, 2016 7:04 pm
- Forum: Show your Creations
- Topic: A simple sensor for keeping belts moving
- Replies: 12
- Views: 9671
Re: A simple sensor for keeping belts moving
I use a splitter filter(the arrangement of splitters that filters a belt)....100% output unless the belt backs up...as soon as the belt is backed up 100% of output is directed to storage. Side load back on to main line from storage so that nothing moves until main line isn't backed up
- Tue Mar 22, 2016 8:58 pm
- Forum: General discussion
- Topic: Splitting the belt advice.
- Replies: 4
- Views: 9057
Re: Splitting the belt advice.
Underground belts will only pull from one side when sideloading
gif source: https://wiki.factorio.com/index.php?tit ... /More_uses
- Thu Mar 10, 2016 11:45 pm
- Forum: General discussion
- Topic: Loader Poll - Trying to get an idea of what the opinions are
- Replies: 160
- Views: 61567
Re: Loader Poll - Trying to get an idea of what the opinions are
You know after seeing a mock up I'm convinced.
- Thu Mar 10, 2016 4:54 pm
- Forum: General discussion
- Topic: Loader Poll - Trying to get an idea of what the opinions are
- Replies: 160
- Views: 61567
Re: Loader Poll - Trying to get an idea of what the opinions are
As long as loaders cannot interact with assemblers they are perfectly alright, imho. Oh! Make them require electricity to run! (not as balancing mechanism... 'cause being able to turn them on and off using the power switch would open up so many possibilities).
- Fri Feb 05, 2016 6:29 pm
- Forum: News
- Topic: Friday Facts #124 - Steam Status I
- Replies: 121
- Views: 113678
Re: Friday Facts #124 - Steam Status I
Great news! I wish you all the best with your release to Steam. Can't wait to see what a batch of new players brings to the game.
- Tue Jan 19, 2016 8:32 pm
- Forum: Spread the Word
- Topic: Factorio mentioned in MaximumPC's February edition
- Replies: 5
- Views: 13840
Factorio mentioned in MaximumPC's February edition
Saw factorio mentioned in MaximumPC magazine in Games of 2016
- Fri Jan 01, 2016 3:30 pm
- Forum: News
- Topic: Friday Facts #119 - Happy 2016
- Replies: 34
- Views: 40486
Re: Friday Facts #119 - Happy 2016
Epic build, who made it? Oh and FIRST!
- Fri Dec 18, 2015 5:35 pm
- Forum: General discussion
- Topic: my biggest problem with this game
- Replies: 6
- Views: 17357
Re: my biggest problem with this game
There must be a mod to fix that
- Tue Dec 15, 2015 7:08 pm
- Forum: General discussion
- Topic: Come and Guess #2: Stable Version of 0.13
- Replies: 78
- Views: 41929
Re: Come and Guess #2: Stable Version of 0.13
Oh ye of little faith just think how all of this sounds for the poor developers, everyone just thinking it will take more and more time to fix bugs . I will say 0.13.2!!! Cause I KNOW the devs CAN!!!