Search found 36 matches

by LoneWolf_LWP
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...
by LoneWolf_LWP
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...
by LoneWolf_LWP
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 ...
by LoneWolf_LWP
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...
by LoneWolf_LWP
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...
by LoneWolf_LWP
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Forum: Outdated/Not implemented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...
by LoneWolf_LWP
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...
by LoneWolf_LWP
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...
by LoneWolf_LWP
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.
by LoneWolf_LWP
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
by LoneWolf_LWP
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...
by LoneWolf_LWP
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 ...
by LoneWolf_LWP
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 whatโ€™s 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...
by LoneWolf_LWP
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=...
by LoneWolf_LWP
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...
by LoneWolf_LWP
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...

Go to advanced search