Search found 75 matches
- Tue Apr 05, 2016 1:14 am
- Forum: Off topic
- Topic: The Ctrl+V Game
- Replies: 218
- Views: 113961
- Tue Apr 05, 2016 1:02 am
- Forum: Ideas and Suggestions
- Topic: remove items when blueprint on hand
- Replies: 4
- Views: 2102
Re: remove items when blueprint on hand
Could you explain further what you're asking for? Give an example of when this would be applicable. Did you mean that items you have in your inventory would be taken to build a blueprint, or what are you asking for? As it is I believe that if you have a Personal Roboport items will be taken from you...
- Mon Apr 04, 2016 6:03 pm
- Forum: News
- Topic: Friday Facts #132 - Side Project
- Replies: 118
- Views: 65505
Re: Friday Facts #132 - Side Project
Came here to think that.Klakh wrote:Came here today to say exactly that.vedrit wrote:The worst part is that there isn't a real FFF
- Mon Apr 04, 2016 4:13 pm
- Forum: Ideas and Suggestions
- Topic: A couple of tips
- Replies: 10
- Views: 3452
Re: A couple of tips
@Evan_ I feel like you help the conversation with that anecdote of yours. Though it might be useful for anyone relying on a translator to make their points in english to supply their original words in a [spoiler=Original Language][/spoiler] just to make sure that people having a hard time with the t...
- Mon Apr 04, 2016 3:44 pm
- Forum: Ideas and Suggestions
- Topic: Ability to leave vehicle headlights on
- Replies: 7
- Views: 2144
Re: Ability to leave vehicle headlights on
Found this thread when searching the forums for electric car; https://forums.factorio.com/viewtopic.php?f=6&t=21125 , which seems to be the only related/(whatever the word I'm looking for is) thread I could find with the search. I do want a handbrake so the car stops like it would if you'd been ...
- Mon Apr 04, 2016 3:35 pm
- Forum: Ideas and Suggestions
- Topic: Charging stations and electric everything
- Replies: 6
- Views: 2696
Re: Charging stations and electric everything
[quote="vanatteveldt"]I think it would make some sense to have e.g. a hydrogen fuel cell that you create from iron plus water plus electricity, and that can function like solid fuel with lower energy density and efficiency loss. This would allow you to run cars and trains on a mostly reus...
- Mon Apr 04, 2016 3:19 pm
- Forum: Ideas and Suggestions
- Topic: Ability to leave vehicle headlights on
- Replies: 7
- Views: 2144
Re: Ability to leave vehicle headlights on
I like this idea. For reasons. *envisions a base where light is provided by cars on belts, fuelled by inserters for eternity* Damn, now I want to see that. That's just plain funny. But as ssilk says, and you implied, it would be logical that this would take power. Which makes me wonder if we could ...
- Sun Apr 03, 2016 1:43 pm
- Forum: Ideas and Suggestions
- Topic: More efficient multiplayer map download
- Replies: 13
- Views: 5444
Re: More efficient multiplayer map download
That seems like a really smart way to do it. I wonder if it would be useful/possible (to keep savegame ovearhead low) to have a decreasing number of savegames for comparison the longer the game has progressed. Like having a savegame for comparison/diff every 2 minutes or so for the last 15 minutes, ...
- Sun Apr 03, 2016 4:06 am
- Forum: General discussion
- Topic: Loader Poll - Trying to get an idea of what the opinions are
- Replies: 160
- Views: 54628
Re: Loader Poll - Trying to get an idea of what the opinions are
[quote="Zeblote"][quote="MeduSalem"]Please not... :D More Splitters due to a Loader not being able to run at Fast/Express belt speed would render the Loaders plain and simple horrible. Don't know if you have seen the screenshots of my experimental setups a few pages earlier (htt...
- Sun Apr 03, 2016 3:14 am
- Forum: Ideas and Suggestions
- Topic: Add item to define train pathfinding penalty for a railway / Set rail signal penalty from circuit network
- Replies: 12
- Views: 5980
Re: Add item to define train pathfinding penalty for a railway
That list is exactly where I found the link to this. As far as I have understood the premise of this forum it was better to use the single-item/-idea threads rather than the list-threads.
- Sun Apr 03, 2016 3:11 am
- Forum: Ideas and Suggestions
- Topic: S train track
- Replies: 8
- Views: 3880
Re: S train track
This probably won't be needed, as they're reworking rails and railway in 0.13 to only use straight rails, but with a sort of pathfinding algorithm, so that you click and hold on the point you want the track from, and then drag it to the point you want it to end, as far as I understand it. Anyhow th...
- Sat Apr 02, 2016 6:16 pm
- Forum: Ideas and Suggestions
- Topic: S train track
- Replies: 8
- Views: 3880
Re: S train track
This probably won't be needed, as they're reworking rails and railway in 0.13 to only use straight rails, but with a sort of pathfinding algorithm, so that you click and hold on the point you want the track from, and then drag it to the point you want it to end, as far as I understand it. Anyhow the...
- Sat Apr 02, 2016 1:21 pm
- Forum: Implemented Suggestions
- Topic: Mod Portal / Steam Workshop
- Replies: 25
- Views: 17095
Re: Mod Portal / Steam Workshop
I love the idea of Steam Workshop support for .blueprint or some such, and it would be awesome if there would be mods hosted to there as well. I like the idea of not binding mods to the Workshop and having alternate ways of getting it, but there is something to be said for the ease of which users ca...
- Sat Apr 02, 2016 1:07 pm
- Forum: Ideas and Suggestions
- Topic: Add item to define train pathfinding penalty for a railway / Set rail signal penalty from circuit network
- Replies: 12
- Views: 5980
Re: Add item to define train pathfinding penalty for a railway
I support this. A track control Signal with a variable pathfinding penalty, able to be placed like a Train Signal or Train Chain Signal. Maybe it needs the condition that for it to work it needs a Train Signal or Train Chain Signal in front and behind it. Would be really useful for a turnaround stat...
- Sat Apr 02, 2016 12:22 pm
- Forum: Ideas and Suggestions
- Topic: Stock building
- Replies: 5
- Views: 1926
Re: Stock building
I'd like to add my approval to the idea of making storage buildings. Perhaps with a only one item type in each "warehouse", so if you want to have a storage area you'll have to decide if you want to store large amounts of one item in a warehouse, or several items in a lot of different ches...