Search found 603 matches: "electric+train*"
Searched query: electric+train*
- Fri Mar 22, 2024 12:04 pm
- Forum: Ideas and Suggestions
- Topic: Stacked Belts should be their own item.
- Replies: 15
- Views: 1093
Re: Stacked Belts should be their own item.
He mend the fact that miners will stack ore. If the normal electric miner suddenly start doing that when you research "packing inserter" ... a small ramp, instead of requiring inserters. It is very silly to fill a train with send by using an arm and picking the sand bit by bit. I know there ...
- Mon Jan 29, 2024 7:39 am
- Forum: Ideas and Suggestions
- Topic: Persistent trains dialog box
- Replies: 3
- Views: 322
Re: Persistent trains dialog box
The state of the trains dialog box should persist when the dialog is closed and reopened. Related: Back ... production statistics (which persists filters but not search, tab or time period), electric network info (similar to production statistics), the research/technology tree ...
- Mon Jan 22, 2024 12:43 am
- Forum: Ideas and Suggestions
- Topic: IA and FACTORIO
- Replies: 10
- Views: 863
Re: IA and FACTORIO
Factorio combinators are turing complete. (So are factorio trains, factorio belts, and probably a few other things as well) I have actually ... to make computers out of trains, belts and a few other things... The electric network lets electricity flow to consumers from any producer. This ...
- Sun Jan 21, 2024 7:41 pm
- Forum: Ideas and Suggestions
- Topic: IA and FACTORIO
- Replies: 10
- Views: 863
Re: IA and FACTORIO
Factorio combinators are turing complete. (So are factorio trains, factorio belts, and probably a few other things as well) I have actually ... to make computers out of trains, belts and a few other things... The electric network lets electricity flow to consumers from any producer. This ...
- Sun Nov 05, 2023 1:59 pm
- Forum: Ideas and Suggestions
- Topic: Create logistic group from blueprint
- Replies: 8
- Views: 911
Re: Create logistic group from blueprint
... outpost with several blueprints, both walls and miners/production and train station? I have another idea for a feature request that sounds very ... everything you would need like a few hundred walls and rails, belts, electric miners, pipes and flamethrowers etc. Then when you build a new outpost, ...
- Sat Oct 21, 2023 12:57 pm
- Forum: Ideas and Suggestions
- Topic: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?
- Replies: 13
- Views: 1465
Re: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?
... matter which mod you use; almost every mod adds a bit more load to the electric network. The map is vanilla except for minor quality-of-life mods; ... mods. And yes, I also use wireless power poles for these cases, at all train stations and logistics programming. If an individual interested in ...
- Thu Oct 19, 2023 1:49 pm
- Forum: Ideas and Suggestions
- Topic: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?
- Replies: 13
- Views: 1465
For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?
... pools are the incredible badest think ar in the gae for FPS drops! (and trainsignals too). You can have 30.000 power pools and it make absolut nothing ... lags. But then please make an option for make teoraire invisible the electric cables that the player can better see the logistig stuff. - So ...
- Tue Oct 10, 2023 4:11 am
- Forum: Ideas and Suggestions
- Topic: Marker for allocated virtual signals
- Replies: 0
- Views: 163
Marker for allocated virtual signals
... visual marker in the "Select a signal" menu of a combinator, train stop, etc (pictured below) to indicate which virtual signals are already ... or output network (or BOTH) are checked for allocated signals, electric poles could display allocated signals instead (as they already display ...
- Sun Jan 08, 2023 5:03 pm
- Forum: Ideas and Suggestions
- Topic: Rail planning improvements
- Replies: 7
- Views: 1190
Rail planning improvements
... is shown like it is now UNSAFE PLANNING - a mode, which would allow for train tracks to path through simple obstacles. This mode would NOT destroy ... would mark trees, rocks, rails signals, train stations, combinators, electric poles and logistic chests as pathable, because he can easily move ...
- Thu Nov 10, 2022 7:47 am
- Forum: Ideas and Suggestions
- Topic: the game needs more of a walkthrough tutorial
- Replies: 8
- Views: 1373
Re: the game needs more of a walkthrough tutorial
... could have something like a quest system, for example, "Build 6 electric engine assemblers." :mrgreen: I used bad wording, but the point ... rely heavily on belts (main bus), some will rely heavily on bots or trains, and some will have a huge mix of all of these and more. Check out ...
- Wed Nov 02, 2022 2:32 am
- Forum: Ideas and Suggestions
- Topic: Vehicle suggestions
- Replies: 5
- Views: 1360
Re: Vehicle suggestions
Cars don't use coal or wood as fuel. How about using an electric car? Electricity is available early, not gas. Trains don't use coal or wood as fuel, not since the 1800's. Trains use diesel fuel. I should be ...
- Wed Nov 02, 2022 12:51 am
- Forum: Ideas and Suggestions
- Topic: Vehicle suggestions
- Replies: 5
- Views: 1360
Vehicle suggestions
... no prob, LOL. Cars don't use coal or wood as fuel. How about using an electric car? Electricity is available early, not gas. Trains don't use coal or wood as fuel, not since the 1800's. Trains use diesel fuel. I should ...
- Thu Sep 29, 2022 8:07 am
- Forum: Ideas and Suggestions
- Topic: Canceling crafting when inventory is full spills items
- Replies: 33
- Views: 6680
Re: Canceling crafting when inventory is full spills items
... point B with limted inventory, to carry more belts/furnaces/inserters/electric poles/ mining drill. When unlocking car or trains i just use their extra inventory for the same purpose and mostly at this point i no ...
- Sun Jun 19, 2022 10:19 am
- Forum: Outdated/Not implemented
- Topic: Lategame reseachs for UPS optimisation
- Replies: 5
- Views: 2057
Lategame reseachs for UPS optimisation
... really OP in many cases, so I think they need to be very expensive and electricity-hungry) - pipes Possible solution: adding acceleration pipes ... General solutions (improve in several ways): - adding electric mini-trains, what is transporting a large amount of 1 resource from point A to ...
- Sun Nov 28, 2021 2:46 am
- Forum: Ideas and Suggestions
- Topic: Add cambinator training to the in-game tutorial.
- Replies: 8
- Views: 1807
Re: Add cambinator training to the in-game tutorial.
... engines charge the accumulators, the switch deactivates the next tick. Now there is not much wrong with that but try opening a power pole. The electric network will merge and split every tick making the electric network graphs unusable because they loose all information on the merge on one ...
- Thu Nov 18, 2021 9:10 am
- Forum: Ideas and Suggestions
- Topic: Allow trains to regard a station as closed if only one other station is open
- Replies: 14
- Views: 3392
Re: Allow trains to regard a station as closed if only one other station is open
... use blueprints for railway, don't you? Oh yes, this will not work with existing base built using obsolete blueprints :) If biters uninstall your electric poles, factory becomes unpowered, so signals will be useless anyway. Two wires ought to be enough for anybody most basic cases. There are not ...
- Wed Nov 17, 2021 11:13 pm
- Forum: Ideas and Suggestions
- Topic: Allow trains to regard a station as closed if only one other station is open
- Replies: 14
- Views: 3392
Re: Allow trains to regard a station as closed if only one other station is open
... good use-case for some kind of radio-transmission of circuit-signals. But there are good mods for that. No need for a mod for that. I connect all electric poles with red+green along railways, and every remote factory is on a global netwowk. Ya, but you don't want to do that on a map with a diameter ...
- Wed Nov 17, 2021 8:36 am
- Forum: Ideas and Suggestions
- Topic: Allow trains to regard a station as closed if only one other station is open
- Replies: 14
- Views: 3392
Re: Allow trains to regard a station as closed if only one other station is open
No need for a mod for that. I connect all electric poles with red+green along railways, and every remote factory is on a global netwowk.
Global Network
- Sun May 30, 2021 6:05 pm
- Forum: Ideas and Suggestions
- Topic: Liquid fuel furnaces (before renewables or nuclear) and fuel changes.
- Replies: 7
- Views: 2400
Re: Liquid fuel furnaces (before renewables or nuclear) and fuel changes.
well trains can run on solid fuel. but only on coal or wood which don't have any bonus speed value. ... and purple research). this is when making modulation or even upgrading power grid for electric is well not really what you want without modules (and i honestly hold onto steel ...
- Thu May 27, 2021 8:27 pm
- Forum: Ideas and Suggestions
- Topic: Liquid fuel furnaces (before renewables or nuclear) and fuel changes.
- Replies: 7
- Views: 2400
Re: Liquid fuel furnaces (midgame/lategame) and fuel changes
... Power in Factorio produces pollution and that’s also the point for the electric smelters: they can use clean power. With switching power source ... liquid and solid fuel, furnaces have their own liquid fuel variety and train having it's own fuel tank (maybe the possibilty of having to pump water ...