Search found 21 matches

by damerell
Thu Nov 18, 2021 11:05 am
Forum: Ideas and Suggestions
Topic: Allow trains to regard a station as closed if only one other station is open
Replies: 14
Views: 3294

Re: Allow trains to regard a station as closed if only one other station is open

mrvn wrote: ↑
Wed Nov 17, 2021 6:56 pm
This problem is solved by the train limit.
What would stop the train cycling between dropoff and refuel in this scenario?
by damerell
Tue Nov 16, 2021 3:21 pm
Forum: Ideas and Suggestions
Topic: Allow trains to regard a station as closed if only one other station is open
Replies: 14
Views: 3294

Re: Allow trains to regard a station as closed if only one other station is open

Sounds like a variation of existing suggestions, like dynamic schedules and the like? From what I've seen, suggestions of that kind tend to be complex. It's easy to have scope creep in such a proposal. My aim here is to make a proposal which is specific, limited in scope, and which I personally wou...
by damerell
Tue Nov 16, 2021 1:25 pm
Forum: Ideas and Suggestions
Topic: Allow trains to regard a station as closed if only one other station is open
Replies: 14
Views: 3294

Allow trains to regard a station as closed if only one other station is open

After reading this reddit query (which is described below), I'd like to propose a facility where a stop on a train schedule can be marked in a way that will cause the train to regard it as a closed station if only one (or no) station on the schedule which is not so marked is open. The OP had a train...
by damerell
Sat Jan 23, 2021 7:13 pm
Forum: Won't fix.
Topic: [1.1.14] Connection attempt to incompatible version not well reported
Replies: 4
Views: 1862

[1.1.14] Connection attempt to incompatible version not well reported

I was attempting to make a direct (via IP and port) connection to a friend's Factorio server. It attempts to connect and finishes with a notice: "Could not establish network communication with server." After a bit of fiddling with tcpdump (the server runs on a nonconventional port) we aske...
by damerell
Fri May 29, 2020 12:34 am
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 52663

Re: Friday Facts #348 - The final GUI update

Icons were being designed as "caricatures" of entities they represent for a long time now. The original nuclear reactor icon back from 2017 was caricatures as well. As Vaclav wrote in FFF: "Reworking all icons is a gargantuan project, but redoing individual icons can be very quick an...
by damerell
Mon Sep 30, 2019 1:31 am
Forum: Campaign / Scenario suggestions
Topic: Automate crafting of something non-science-related in tutorial
Replies: 1
Views: 2042

Automate crafting of something non-science-related in tutorial

I'd like to propose that the tutorial lead the player to automate the production of something that's not a component of science packs (or coal). We had a Discord discussion in which one participant mentioned they were handcrafting all their red belts, fast inserters, etc. Indeed, when I was new I th...
by damerell
Mon Sep 30, 2019 1:20 am
Forum: Ideas and Suggestions
Topic: Signal on circuit network when train passes waypoint
Replies: 7
Views: 3800

Re: Signal on circuit network when train passes waypoint

I am against the suggestion. In my opinion, there are better suggestions for the circuit network to receive information from trains. I agree if these were implemented they would eliminate the need for what I suggest, but they also are more complex; it might be more practical to implement what I sug...
by damerell
Tue Sep 24, 2019 10:40 pm
Forum: Ideas and Suggestions
Topic: Signal on circuit network when train passes waypoint
Replies: 7
Views: 3800

Re: Signal on circuit network when train passes waypoint

Because bug report https://forums.factorio.com/75143 was rejected, it is most likely that trains only path to waypoint until brake distance reaches waypoint. After this, train no longer keeps pointer to waypoint it was going through (only part being updated is path extending). In that sense, i woul...
by damerell
Tue Sep 24, 2019 3:49 am
Forum: Ideas and Suggestions
Topic: Signal on circuit network when train passes waypoint
Replies: 7
Views: 3800

Signal on circuit network when train passes waypoint

You can give a train an order with no wait conditions, causing the train to pass through the station without stopping - a "waypoint". I suggest that when the train does so, the station should, for one pulse, send a signal on the circuit network if it has the option which is now called &quo...
by damerell
Tue Sep 03, 2019 11:06 pm
Forum: News
Topic: Friday Facts #310 - Glowing Heat pipes
Replies: 88
Views: 39878

Re: Friday Facts #310 - Glowing Heat pipes

Glowing heat pipes make me feeling smth wrong and willing to fix pipes wasting energy for glowing. Very much this. The way steam pipes don't lose any energy in spite of being apparently just lumps of iron already picks at my suspension of disbelief, but heat pipes that glow orange is pretty absurd....
by damerell
Sat Apr 21, 2018 11:31 pm
Forum: Ideas and Suggestions
Topic: Tasteless lab names
Replies: 19
Views: 7729

Re: Tasteless lab names

Devs can't just remove these names from the game. It was a reward for backers who donated at least €50. (https://www.indiegogo.com/projects/factorio#/) Equally seriously, then; it would seem extraordinary, and rather foolish, not to have reserved the right to reject such names if they were inapprop...
by damerell
Sat Apr 21, 2018 9:07 pm
Forum: Ideas and Suggestions
Topic: Tasteless lab names
Replies: 19
Views: 7729

Re: Tasteless lab names

<NO_NAME> wrote:I actually like these names but maybe it's just me having a sense of humor.
The Bernard Mannings of this world often do think their kind of humour is the only one that exists, yes.
by damerell
Sat Apr 21, 2018 5:41 am
Forum: Ideas and Suggestions
Topic: Tasteless lab names
Replies: 19
Views: 7729

Tasteless lab names

A friend of mine has just built their first lab. It has been assigned the name "Lab traps are not gay".

This is not in the best possible taste and I submit it should be removed from the list of random names.
by damerell
Mon Sep 25, 2017 1:20 pm
Forum: Ideas and Suggestions
Topic: See logistic supply when selecting items
Replies: 1
Views: 878

See logistic supply when selecting items

I suggest that when selecting items to request from the logistic system, the current amount of each item in the system should be shown. This would give an idea of whether requesting this item would actually serve any purpose. This is particularly true in MP where there can be all kind of useful stuf...
by damerell
Thu Feb 05, 2015 6:43 pm
Forum: Questions, reviews and ratings
Topic: Ideas & Suggestions
Replies: 56
Views: 35621

Re: Ideas & Suggestions

damerell wrote:I just finished a game using Treefarm (the full mod).
... having apparently started just before the new version that addresses my bioplastic gripe, so, er, thanks for reading my mind and anticipating my comments. :-)
by damerell
Thu Feb 05, 2015 2:06 pm
Forum: Development Proposals
Topic: Railroad
Replies: 148
Views: 118530

Re: Railroad

I like the idea of having a steam train, water and the whole nine yards.. I'd prefer it at the late red, early green science stage, buildable using Iron ingredients ideally, could even take a boiler and steam engine. two tiers of train carriage?, iron carriage with the current 20 slots, then steel ...
by damerell
Wed Feb 04, 2015 5:44 pm
Forum: Questions, reviews and ratings
Topic: Ideas & Suggestions
Replies: 56
Views: 35621

Re: Ideas & Suggestions

I just finished a game using Treefarm (the full mod). My first observation was that farming wood with MkI farms is excessively effective, in terms of return on setup cost. Even before building the coke chain, you can run your boilers off wood and never need to drill an ounce of coal. I'm not sure wh...
by damerell
Wed Feb 04, 2015 5:34 pm
Forum: Ideas and Suggestions
Topic: Elevation levels, belt power, hydroelectric
Replies: 4
Views: 2178

Re: Elevation levels, belt power, hydroelectric

I mean: I can think of an belt-elevator, which brings stuff from current level to level 1. Or to be able to generate water-power etc... It works even with only two or three levels - but if the belt-elevator cost energy to raise stuff, it would make the upper level have characteristics other than a ...
by damerell
Wed Feb 04, 2015 12:13 pm
Forum: Ideas and Suggestions
Topic: Elevation levels, belt power, hydroelectric
Replies: 4
Views: 2178

Elevation levels, belt power, hydroelectric

(I know these ideas are hardy perennials in and of themselves, but I had an idea as to how they might be usefully combined). Suppose that a) the map has elevation levels (which can be done in 2D, OpenTTD style) and b) that belts require energy (electric or to be "burner belts") to raise ob...

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