Search found 29 matches
- Tue Apr 19, 2016 9:53 am
- Forum: Ideas and Suggestions
- Topic: Merge both railway signals into one
- Replies: 15
- Views: 5877
Re: Merge both railway signals into one
@ tobsimon The signal blocks the train if the next block they have to go is red (and the place is "not safe to stay") But if there is no next signal (we are approaching the station), it works just as regular signal Since we have only one signal, it is indistinguishable for player which &qu...
- Sat Apr 16, 2016 11:00 am
- Forum: Ideas and Suggestions
- Topic: Merge both railway signals into one
- Replies: 15
- Views: 5877
More in-depth explanation
More in-depth explanation: I've found a situation where train lengths matter (solution below) If you have two complex junctions very close together that are functioning okay with small trains. But then if you add a large train to the system, it could block first junction while waiting the second to ...
- Fri Apr 15, 2016 6:09 pm
- Forum: Ideas and Suggestions
- Topic: Merge both railway signals into one
- Replies: 15
- Views: 5877
Merge both railway signals into one
I have an idea and some proofs that having two types of railway signals is redundant and there is a clear algorithm to decide which signal to use in each situation. Having only one signal will help new players make less errors. Signals divide tracks into blocks. The algorithm: you need block signals...
- Tue Mar 29, 2016 5:59 pm
- Forum: Balancing
- Topic: Accumulators are too cheap
- Replies: 65
- Views: 39924
Re: Accumulators are too cheap
For a small sized base of 1000 accumulators you get 60MW of drain, which in my experience at least doubles or triples a base's power usage You won't need that many to cover energy spikes (big alien attacks) Let me explain my idea a little bit: Imagine we have no accumulators. Are solar panels still...
- Sat Mar 26, 2016 2:02 pm
- Forum: Balancing
- Topic: Accumulators are too cheap
- Replies: 65
- Views: 39924
Re: Accumulators are too cheap
IMO accumulatorss should self-discharge quickly (faster then day-night) so you use them to cover energy spikes and use other solutions to power your base (or store power) through dark hours.
- Thu Mar 17, 2016 6:36 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 195498
Re: Solar panels less of a no-brainer
I dislike current energy system because it is complicated at the beginning and too easy to the end-game. And also the whole liquid temperature has little use. My suggestion is to make like this: - early game: steam engine - supply by water and coal, boils water, generates electricity from steam ener...
- Thu Mar 10, 2016 10:28 pm
- Forum: Implemented mod requests
- Topic: Lootable Spillstack
- Replies: 1
- Views: 2667
Re: Lootable Spillstack
This method could just return the list of spawned entities
- Thu Mar 10, 2016 10:17 pm
- Forum: Modding interface requests
- Topic: Multiple requests
- Replies: 1
- Views: 1031
Multiple requests
Hello everyone! I am a new factorio player, got in on a steam release. I am a programmer (as my job) and I have made two WOW addons (one popular one), so i am familiar with LUA, so I have decided to write a mod. I have got two ideas that sounds at least interesting (it may be or may be not, it is ha...
- Fri Mar 04, 2016 1:02 pm
- Forum: Modding interface requests
- Topic: Get item position on belt
- Replies: 7
- Views: 2538
Re: Get item position on belt
This would be useful. I have also had this problem when you can't even check any additional parameters (for example damage or durability value) for entities on a belt. LuaTransportLine should have a method to get an ItemStack reference somehow. For example, if you are making a belt teleporter. You s...