Search found 1035 matches
- Tue Feb 21, 2017 1:37 pm
- Forum: Ideas and Suggestions
- Topic: propulsion power of bidirectional trains
- Replies: 62
- Views: 19031
Re: traction of bidirectional trains
Yes, I agree that at least the backwards power of locomotives facing the "wrong" direction should be added to the total power of a train, instead of them contributing no power at all. However, I still believe that, in vanilla, it would be better (and also more realistic) if locomotives wer...
- Tue Feb 21, 2017 12:54 pm
- Forum: Ideas and Suggestions
- Topic: Auto turn trains when placing them
- Replies: 19
- Views: 6020
Re: Auto turn trains when placing them
My main point is that this suggestion is effectively asking that the game should assume that you want to build a unidirectional train and not a bidirectional train. For the reasons described in my previous post, I don't think the game should make this assumption. Even when building a train on unidir...
- Tue Feb 21, 2017 12:37 pm
- Forum: Ideas and Suggestions
- Topic: Chemical Production Optimization by Temperature (Tempo produkcji zalezne o temperatury płynu.)
- Replies: 8
- Views: 4069
Re: Tempo produkcji zalezne o temperatury płynu.
I guess he must be suggesting that the Factorio Forum should offer sub-forums for forgeign languages.
- Mon Feb 20, 2017 6:24 pm
- Forum: Ideas and Suggestions
- Topic: Auto turn trains when placing them
- Replies: 19
- Views: 6020
Re: Auto turn trains when placing them
I respectfully disagree with your suggestion. First of all, in Factorio, you don't place whole trains, but rather individual locomotives/carriages. Also, trains can be bidirectional, if you place a locomotive on both ends facing different directions. Therefore, the game has no way of telling whether...
- Tue Feb 14, 2017 10:13 am
- Forum: Ideas and Suggestions
- Topic: Escape small island
- Replies: 33
- Views: 11620
Re: Escape island
This is where Boats would come in handy. I posted on a subject about boats earlier this month. That would solve the problem with being stuck on the island. However, this solution may create an additional problem, because the player would then be forced to build his base away from the center of the ...
- Wed Feb 08, 2017 11:45 pm
- Forum: Ideas and Suggestions
- Topic: Helicopter
- Replies: 5
- Views: 2785
Re: Helicopter
I personally would prefer a propeller plane, such as a Cessna. However, a helicoper would have the advantage that it doesn't require a long runway at all possible destinations. A helicopter should be able to land anywhere.
- Wed Feb 08, 2017 8:34 pm
- Forum: Ideas and Suggestions
- Topic: Please upgrade the weapons on the tank
- Replies: 4
- Views: 1409
Re: Please upgrade the weapons on the tank
I agree with your suggestion that it should be possible to upgrade the tank weapons. But also other parts of the tank should be upgradable, such as its armor (and possibly also its speed and maneuverability). In Bob's Mods, you can build a higher tier of tank, the Mk2 and Mk3 Tank, which, if I recal...
- Sat Feb 04, 2017 7:59 pm
- Forum: Implemented Suggestions
- Topic: Coordinates based richness
- Replies: 3
- Views: 1382
Re: Coordinates based richness
If I recall correctly, this has already been implemented in Factorio since version 0.13. Are you suggesting that this increase in richness should be more extreme?
- Fri Feb 03, 2017 9:31 pm
- Forum: Ideas and Suggestions
- Topic: Pressure Plate (and other Dwarf Fortress things)
- Replies: 3
- Views: 2657
Re: Pressure Plate (and other Dwarf Fortress things)
In vanilla Factorio, you can already connect gates to the circuit network. They can be programmed to send a signal when the player is near or approaching it. This is similar to the "pressure plate" that you are proposing. However, as far as I know, they cannot detect anything else except t...
- Wed Feb 01, 2017 11:42 pm
- Forum: Ideas and Suggestions
- Topic: Circuit Education
- Replies: 2
- Views: 1461
Re: Circuit Education
I also had a lot of trouble to understand circuit networks, when I started playing. Only after reading lots of information on the internet was I able to fully understand how they work. Therefore, I agree with your suggestion that there should be some kind of "advanced tutorial", which at l...
- Tue Jan 31, 2017 5:34 pm
- Forum: Ideas and Suggestions
- Topic: propulsion power of bidirectional trains
- Replies: 62
- Views: 19031
propulsion power of bidirectional trains
TL;DR Locomotives facing the opposite direction should contribute to the propulsion power of the train. What ? Currently, a train in Factorio is only propulsed by all locomotives facing the direction the train is going. For example, if you have a bidirectional train with one locomotive on each end ...
- Sun Dec 25, 2016 6:43 pm
- Forum: Ideas and Suggestions
- Topic: Machine gets stuck or breaks.
- Replies: 3
- Views: 1399
Re: Machine gets stuck or breaks.
I like the idea, in principle, but agree with the others that it would probably only end up being a nuisance. Therefore, I don't think this feature should be in vanilla Factorio. It should only be available as an optional mod.
- Fri Dec 23, 2016 8:49 pm
- Forum: Ideas and Suggestions
- Topic: Option to label ores on the map
- Replies: 8
- Views: 3409
Re: Option to label ores on the map
I fully agree with your suggestion. Although I do not have much trouble in distinguishing ore types in vanilla Factorio, I do have a lot of trouble doing so in bob's mods. I also must drive to every ore patch, in order to identify the ore type.
- Fri Nov 25, 2016 9:09 pm
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 63397
Re: Friday Facts #166 - Combat Revisit
I agree with many of Slayn25's suggestions on improving the combat system.
However, I'm not sure how easy they would be to implement. Does a mod maybe already exist that implements some of these suggestions?
However, I'm not sure how easy they would be to implement. Does a mod maybe already exist that implements some of these suggestions?
- Fri Nov 25, 2016 8:46 pm
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 63397
Re: Friday Facts #166 - Combat Revisit
I also have nominited Factorio for the "5 more minutes" nomination. :-) I am very pleased that the weapons are being rebalanced, because some weapons do indeed feel unbalanced. However, anothing thing that has always disturbed me about combat is the respawn time of biters when attacking th...