Search found 36 matches
- Wed Jan 20, 2021 7:16 am
- Forum: Ideas and Suggestions
- Topic: Dragable Train signals
- Replies: 20
- Views: 4797
Re: Dragable Train signals
But that is the question: if you click on a signal and the algorithm can choose between some former signals, because there is a switch, what one to choose the distance from? i think the logical answer would be the to look so that no section will be smaller then required lenght needed. assuming it w...
- Wed Jan 20, 2021 4:12 am
- Forum: Ideas and Suggestions
- Topic: Combinator Logic Rework
- Replies: 14
- Views: 3664
Combinators with multiple comparisson/calculations options
TL;DR Combinators with multiple comparisson/calculations options to reduce frustration :p What ? Be able to do more comparisons/calculations in a combinator and use the results to become a final result (See below what i mean) Why ? I have searched the forum and found a few almost likewise topics. T...
- Wed Jan 20, 2021 2:52 am
- Forum: Ideas and Suggestions
- Topic: Save in Background
- Replies: 30
- Views: 10055
Re: Save in Background
since background saving is to much of a overhaul for factorio as stated before in this thread i would suggest this. 1. why not allow to set a save interval like in multiplayer? i only play in multiplayer just because of this option as it is now. 2. Show a warning timer (timer maybe user defined in ...
- Wed Jan 20, 2021 2:43 am
- Forum: Ideas and Suggestions
- Topic: Save in Background
- Replies: 30
- Views: 10055
Re: Save in Background
since background saving is to much of a overhaul for factorio as stated before in this thread i would suggest this. 1. why not allow to set a save interval like in multiplayer? i only play in multiplayer just because of this option as it is now. 2. Show a warning timer (timer maybe user defined in s...
- Tue Jan 19, 2021 4:59 pm
- Forum: Implemented in 2.0
- Topic: Comments on Deciders, possibly other entities
- Replies: 64
- Views: 20337
note/description section in the combinators
TL;DR note/description section in combinators What ? A little section like the blueprints have to put in a description Why ? With small circuits it's no problem to recall/figure out what each signal letter/icon does and interact with each other and how you came to the result But when going more com...
- Tue Jan 19, 2021 12:32 pm
- Forum: Outdated/Not implemented
- Topic: Add extra penalty rule for recently used stations with shared names.
- Replies: 6
- Views: 2038
Re: Add extra penalty rule for recently used stations with shared names.
Ty, for you detailed explenation Because of existing solutions using in game mechanics, this topic for me reads as "player has a problem in a problem solving game, player does not want to solve the problem so requests devs to solve it for them". Because the suggested solution is only solvi...
- Tue Jan 19, 2021 1:42 am
- Forum: Outdated/Not implemented
- Topic: Add extra penalty rule for recently used stations with shared names.
- Replies: 6
- Views: 2038
Re: Add extra penalty rule for recently used stations with shared names.
the penalty should only be aplied once. when the station gets revisited it should just reset to the penalty starting value. so the values wont keep increasing, just resseting. for the value i dont know for sure. but the devs probably have a formula for that determine the best value. i dont understan...
- Mon Jan 18, 2021 11:55 pm
- Forum: Outdated/Not implemented
- Topic: Add extra penalty rule for recently used stations with shared names.
- Replies: 6
- Views: 2038
Add extra penalty rule for recently used stations with shared names.
TL;DR Add extra penalty rule for recently used stations with shared names. What ? Add a penalty rule for a trainstop that has recently been used so more stations can be served with higher probabilty Why ? after asking on the forum and doing some testing i noticed that a trainstop with a shared name...
- Mon Jan 18, 2021 6:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.12] Undo does not restore train schedule
- Replies: 1
- Views: 1416
[posila] [1.1.12] Undo does not restore train schedule
never noticed this before so not sure if its been like this before.
When deleting/cut (alt+g) a train and using the undo command, the train has no longer its schedule.
When deleting/cut (alt+g) a train and using the undo command, the train has no longer its schedule.
- Mon Jan 18, 2021 3:52 pm
- Forum: Gameplay Help
- Topic: Train station with same name question
- Replies: 6
- Views: 1961
Re: Train station with same name question
so if i understand correctly
a station that is in reach that always has the lowest penalty due to its location it will be considerd 100% the target?
hmm, may need to consider a logistic setup then.
ty
a station that is in reach that always has the lowest penalty due to its location it will be considerd 100% the target?
hmm, may need to consider a logistic setup then.
ty
- Mon Jan 18, 2021 3:46 pm
- Forum: Gameplay Help
- Topic: Train station with same name question
- Replies: 6
- Views: 1961
Train station with same name question
Could not find this answer on the wiki and using google. Does the train choose from a set list order of stations with the same name or is it randomized? Because if its not it is no use in setting up a big train network if only the first station in the list will be serverd 100% and the last one maybe...
- Sun Jan 17, 2021 2:23 am
- Forum: Ideas and Suggestions
- Topic: Train schedule: Need way to fast replace stop and/or copy+paste criteria
- Replies: 13
- Views: 3826
change train scheduled station but keep conditions
TL;DR change train scheduled station but keep conditions What ? The possibilty to change a train scheduled station but keep all the conditions Why ? Most of the times I copy over trains that have the same schedule just different stations. As it is now i have to add all the new stations and set all ...
- Mon Jan 11, 2021 12:05 am
- Forum: Ideas and Suggestions
- Topic: Preset in the mod's ui for different playstyles
- Replies: 14
- Views: 3215
Re: Preset in the mod's ui for different playstyles
... all whatโs missing here is, that the mod settings are stored in the directory and not globally. That's already how mod settings work; they're stored in the mods folder in mod-settings.dat. So if you use the command line option to set the mods folder you have mod packs. So I guess I will be crea...
- Fri Jan 08, 2021 8:52 pm
- Forum: Ideas and Suggestions
- Topic: Preset in the mod's ui for different playstyles
- Replies: 14
- Views: 3215
Re: Preset in the mod's ui for different playstyles
Try sync mods on load of a save with desired Mod constellation I'd consider this a workaround and not a true solution. Kind of agree, but here is the modpack suggestion marked as implemented https://forums.factorio.com/viewtopic.php?f=66&t=53696 esp. https://forums.factorio.com/viewtopic.php?p=...
- Fri Jan 08, 2021 6:20 pm
- Forum: Ideas and Suggestions
- Topic: Preset in the mod's ui for different playstyles
- Replies: 14
- Views: 3215
Re: Preset in the mod's ui for different playstyles
Try sync mods on load of a save with desired Mod constellation Thanks, never noticed that button in the load game menu (top right left icon) I had to google it to find a YT video to show where it was. because I was looking through all the settings but could not find it. So i guess it kinda exist al...
- Thu Jan 07, 2021 11:31 pm
- Forum: Ideas and Suggestions
- Topic: Preset in the mod's ui for different playstyles
- Replies: 14
- Views: 3215
Preset in the mod's ui for different playstyles
TL;DR Preset in the mod's ui setting window for different playstyles What ? In the mod ui it would be nice to be able to save a set of mods under a nameble preset so you do not have to change it each time you want to play a different playstyle. also when after playing a multiplayer map it keeps tho...