TLDR: New machines and items to close the life cycle of waste material.
Description:
I'm proposing several new machines and items they produce.
Grinder (machine) - little or medium pollution, inputs all ingame items and grinds them into following materials
Scrap (item) - Based on the ...
Search found 43 matches
- Tue Aug 07, 2018 6:05 pm
- Forum: Ideas and Suggestions
- Topic: Waste management and recycling
- Replies: 5
- Views: 3233
- Mon Apr 30, 2018 8:16 pm
- Forum: Ideas and Suggestions
- Topic: Assemblers and circuit network
- Replies: 2
- Views: 4508
Assemblers and circuit network
TLDR: Assemblers could be able to send and receive signals from the circuit network.
Description:
People are capable of building glorious things using circuit fucketry. My proposal is, that assemblers should be able to send signals to circuit network such as working/not-working, current recipe ...
Description:
People are capable of building glorious things using circuit fucketry. My proposal is, that assemblers should be able to send signals to circuit network such as working/not-working, current recipe ...
- Wed Apr 11, 2018 9:43 pm
- Forum: Ideas and Suggestions
- Topic: Train navigation checkpoint
- Replies: 12
- Views: 5715
Train navigation checkpoint
TLDR: Placeable and nameable rail object, that the train must go through if it is in the train's schedule, but doesn't have to stop there.
What:
An object similar to railway signal, that can be put to a train's schedule. The train then must go through this point.
If you ever played Cities in ...
What:
An object similar to railway signal, that can be put to a train's schedule. The train then must go through this point.
If you ever played Cities in ...
- Wed Apr 11, 2018 9:35 pm
- Forum: Ideas and Suggestions
- Topic: Piles and hopper wagons
- Replies: 9
- Views: 4632
Re: Piles and hopper wagons
Of course, that's the point.dood wrote:Sounds like no plates, circuits, etc.
- Tue Apr 10, 2018 10:07 pm
- Forum: Ideas and Suggestions
- Topic: Piles and hopper wagons
- Replies: 9
- Views: 4632
Re: Piles and hopper wagons
My point was, logistics shouldn't be ridiculously specific to 1 item type.
There are no inserters that only work for plates or pipes that only work with water after all.
It's funny you mention pipes, because pipes, storage tanks and fluid wagons work with only a handful of entities.
I never ...
There are no inserters that only work for plates or pipes that only work with water after all.
It's funny you mention pipes, because pipes, storage tanks and fluid wagons work with only a handful of entities.
I never ...
- Tue Apr 10, 2018 3:50 pm
- Forum: Ideas and Suggestions
- Topic: Piles and hopper wagons
- Replies: 9
- Views: 4632
Re: Piles and hopper wagons
There are people, who play without bots, trains, solar panels, circuit logic or on peaceful mode. The fact that it is there doesn't mean that you must use it.dood wrote:That's only usable if you even transport ore.
I smelt on-site so this would just sit in my menu and never see any use.
- Tue Apr 10, 2018 3:43 pm
- Forum: Ideas and Suggestions
- Topic: ingame calculator
- Replies: 12
- Views: 9120
Re: ingame calculator
+1
Calculator can be very useful.
Calculator can be very useful.
- Mon Apr 09, 2018 4:14 pm
- Forum: Ideas and Suggestions
- Topic: Piles and hopper wagons
- Replies: 9
- Views: 4632
Piles and hopper wagons
TLDR: An alternative way to transport and store ores and some intermediate products.
Description:
Pile spot
- 6x6 entity with capacity of 36 steel chests
- capable of loading and unloading hopper wagons and belts without the need for inserters
- can interact with inserters if necessary
- can ...
Description:
Pile spot
- 6x6 entity with capacity of 36 steel chests
- capable of loading and unloading hopper wagons and belts without the need for inserters
- can interact with inserters if necessary
- can ...
- Wed Mar 28, 2018 1:43 pm
- Forum: Show your Creations
- Topic: Post your rookie misstakes!
- Replies: 3
- Views: 2613
Re: Post your rookie misstakes!
In early game I had small iron and copper smelteries. However the output was a little too much for the factory and I didn't like to see the furnaces idle, so I started stockpiling items. 18 steel chests full of iron plates and 18 more full of copper. Moving it to the new place was hell.
And I wasn't ...
And I wasn't ...
- Sat Mar 17, 2018 11:30 pm
- Forum: Ideas and Suggestions
- Topic: OpenTTD style hovering signs
- Replies: 17
- Views: 7518
Re: Signs
I like how signs look in Dectorio. If they could display text and some pictograms, you can even make warning for yourself, such as "Railroad crossing ahead".
- Thu Mar 15, 2018 7:16 pm
- Forum: Ideas and Suggestions
- Topic: Nukes are overpowered and they need to be nerfed in some way
- Replies: 23
- Views: 8756
Re: Nukes are overpowered and they need to be nerfed in some way
Thank you for agreeing with me, and if you already proposed this topic than the developers have a higher chance of implementing this because more people would want it.
Yeah, tell that to people who proposed smarter trains.
Also I don't see nerfing as progress. People recently want stuff to be ...
- Mon Mar 12, 2018 5:47 am
- Forum: Ideas and Suggestions
- Topic: Corner gates
- Replies: 0
- Views: 848
Corner gates
Corner tiles for gates, that would allow to build a gate in multiple directions at once and make it still act as one gate. This would allow us to build diagonal gates.
- Mon Mar 12, 2018 5:36 am
- Forum: Implemented Suggestions
- Topic: Option to disable auto-repair by pers. roboport robots.
- Replies: 65
- Views: 29088
Re: Suggestion: Personal roboport toggle
Yes! Yes! Yes!
And as a bonus, an option to toggle exoskeletons too.
And as a bonus, an option to toggle exoskeletons too.
- Wed Mar 07, 2018 12:39 pm
- Forum: Ideas and Suggestions
- Topic: swampy ground for more factorising
- Replies: 5
- Views: 2558
Re: swampy ground for more factorising
This might work with every building that produces pollution. Belts, pipes and storage only.mrvn wrote:And if you build a nuclear reactor on it then the ice melts and it sinks?Atlas wrote:+1
I would also like to see snowy biomes with frozen lakes.
- Tue Mar 06, 2018 2:21 pm
- Forum: Ideas and Suggestions
- Topic: swampy ground for more factorising
- Replies: 5
- Views: 2558
Re: swampy ground for more factorising
+1
I would also like to see snowy biomes with frozen lakes.
I would also like to see snowy biomes with frozen lakes.
- Fri Mar 02, 2018 10:00 am
- Forum: Implemented Suggestions
- Topic: indicator for mines that ran out of deposits
- Replies: 55
- Views: 33246
Re: Depleted mines: Status icon
I think you can do this yourself with programmable speakers. Connect them to a drill, set them to work when the mine is empty and set a warning, that will be displayed next to the toolbar. It will even show an icon on the map.
- Tue Feb 27, 2018 5:07 pm
- Forum: Show your Creations
- Topic: Generic sushi belt manager
- Replies: 10
- Views: 12272
Re: Generic sushi belt manager
Nice work
- Tue Feb 27, 2018 4:45 pm
- Forum: Show your Creations
- Topic: Generic sushi belt manager
- Replies: 10
- Views: 12272
Re: Generic sushi belt manager
So if I understand it right, the two combinators on the right read what is on the belt and send it to the inserter as negative and the one on the left reads contents of the chest and sends it to the inserter too. So I suppose the inserter is set to work if the signal =/= 0, right?
- Mon Feb 26, 2018 9:05 am
- Forum: Ideas and Suggestions
- Topic: Sunlight detector
- Replies: 3
- Views: 4547
Re: Sunlight detector
Maybe combinator clock would be better. Something that would read the current game time and send it to circuit network. It may have broader usage.
- Fri Feb 23, 2018 7:33 am
- Forum: Ideas and Suggestions
- Topic: Extend logic combinator functionality
- Replies: 6
- Views: 2335
Re: Extend logic combinator functionality
I'll support anything that would lead to decreasing the area of combinator contraptions. Else function is a standard counterpart to If function, and so it should also be in Factorio.