Search found 1035 matches
- Sat May 04, 2019 4:09 pm
- Forum: Ideas and Suggestions
- Topic: Power meter device
- Replies: 8
- Views: 1773
Re: Power meter device
When you say "flowed through it", do you mean through the power meter, or through the power network as a whole? If you are talking about the actual power flow through the power meter, then this has already been suggested in the following thread: https://forums.factorio.com/viewtopic.php?f=...
- Fri May 03, 2019 10:41 am
- Forum: Ideas and Suggestions
- Topic: Train station can also read locomotive contents when 'Read train contents' is turned on
- Replies: 4
- Views: 1583
Re: Train station can also read locomotive contents when 'Read train contents' is turned on
As I have already stated in some of the threads mentioned above, I think the following suggestion offers the best solution: https://forums.factorio.com/viewtopic.php?f=6&t=51387 Rail car/locomotive scanners That way, you would be able the contents of individual locomotives/wagons with the circui...
- Wed May 01, 2019 12:06 am
- Forum: Ideas and Suggestions
- Topic: Allow stations to read contents of cargo wagons without locomotive
- Replies: 1
- Views: 713
Re: Allow stations to read contents of cargo wagons without locomotive
The following thread is somewhat related, as it would allow individual wagons to be read, irrespective of whether they are attached to a train or not.
viewtopic.php?f=6&t=51387 Rail car/locomotive scanners
viewtopic.php?f=6&t=51387 Rail car/locomotive scanners
- Wed Apr 24, 2019 11:05 am
- Forum: Ideas and Suggestions
- Topic: Modifier key: in-hand craft in *front* of queue
- Replies: 4
- Views: 2934
Re: Modifier key: in-hand craft in *front* of queue
I also find it very annoying that I must cancel my entire crafting queue whenever I notice that I urgently need to craft one small item. Here are a few more threads in which this has been suggested: https://forums.factorio.com/viewtopic.php?f=6&t=62338 Double ended crafting queue https://forums....
- Sun Apr 21, 2019 8:50 pm
- Forum: Ideas and Suggestions
- Topic: bulk handcrafting
- Replies: 40
- Views: 8893
Re: bulk handcrafting
What disturbs me most about the current handcrafting system is that it can be exploited to circumvent inventory limitations, as demonstrated in this thread . This is because ingredients that are required for items in the handcrafting queue are not counted for the player's inventory limitations. Ther...
- Sun Apr 21, 2019 1:42 pm
- Forum: Ideas and Suggestions
- Topic: Ability to mark a station as mandatory in a schedule
- Replies: 4
- Views: 1377
Re: Ability to mark a station as mandatory in a schedule
Introducing the suggested feature would only solve the specific problem that OP describes. I think it would be better if a more flexible dynamic train schedule were introduced, which would solve a much larger variety of problems. This has been discussed in the following thread: https://forums.factor...
- Mon Apr 15, 2019 2:03 pm
- Forum: Implemented in 2.0
- Topic: Free cables/wires (Poles contain all)
- Replies: 34
- Views: 25283
Re: Free cables/wires (Poles contain all) ☸
I also agree.
The pickaxe has been removed from the game, because it was a nuisance with little gameplay value. This should also be done for power wires, for the same reason.
The pickaxe has been removed from the game, because it was a nuisance with little gameplay value. This should also be done for power wires, for the same reason.
- Sun Apr 14, 2019 2:01 pm
- Forum: Ideas and Suggestions
- Topic: Rails could track how often they're used
- Replies: 3
- Views: 1290
Re: Rails could track how often they're used
It may already be possible to implement such a counter using the circuit network. However, I'm afraid that such a counter would not be reliable, because, if a train leaves a block in one tick and another train enters that block in the same tick, the circuit network attached to the track signals will...
- Sat Apr 13, 2019 12:27 am
- Forum: Ideas and Suggestions
- Topic: Bot Capacity Change
- Replies: 2
- Views: 832
Re: Bot Capacity Change
If I am not mistaken, at least in 0.16 (not sure about 0.17), when bots deliver to the player, only requested amounts are delivered. However, when delivering to requester chests, they always take a full load, so that a bot with a capacity of 4 will always try to take 4, even if only 1 was requested....
- Sat Apr 13, 2019 12:16 am
- Forum: Ideas and Suggestions
- Topic: Combinator Condition Idea
- Replies: 1
- Views: 615
Re: Combinator Condition Idea
Separate handling of green and red wires has already been suggested in the following threads: https://forums.factorio.com/viewtopic.php?f=6&t=44216 Additional Virtual Signals for Operating on Red and Green https://forums.factorio.com/viewtopic.php?f=6&t=49278 circuit combinators, set wire-co...
- Thu Apr 11, 2019 10:49 pm
- Forum: Ideas and Suggestions
- Topic: Adjust stacksize in hand by +/-
- Replies: 4
- Views: 1558
Re: Adjust stacksize in hand by +/-
I agree that it should be possible to quick-insert a precise number of items into multiple entities.
Related thread:
viewtopic.php?f=6&t=66081 Quick insert exact number of items
Related thread:
viewtopic.php?f=6&t=66081 Quick insert exact number of items
- Tue Apr 09, 2019 11:05 am
- Forum: Ideas and Suggestions
- Topic: Use more color masks like the locomotive
- Replies: 4
- Views: 1972
Re: Use more color masks like the locomotive
- Mon Apr 08, 2019 11:35 pm
- Forum: Ideas and Suggestions
- Topic: Use more color masks like the locomotive
- Replies: 4
- Views: 1972
Re: Use more color masks like the locomotive
@mods: A link to this thread should maybe be added to
viewtopic.php?f=80&t=22760 Color Blinds / Better Visibility ...
viewtopic.php?f=80&t=22760 Color Blinds / Better Visibility ...
- Mon Apr 08, 2019 9:41 pm
- Forum: Ideas and Suggestions
- Topic: Ctrl+Click Craft for Stack
- Replies: 17
- Views: 3562
Re: Ctrl+Click Craft for Stack
I am also in favor of this.Alphasoldier wrote: ↑Sun Mar 03, 2019 5:12 pmInstead of shift-click making everything, what if it made everything up to one stack?
- Mon Apr 08, 2019 7:29 pm
- Forum: Ideas and Suggestions
- Topic: Better Radar with circuits and modules
- Replies: 4
- Views: 1051
Re: Better Radar with circuits and modules
Modules for Radars was also suggested already. It seems you are right: https://forums.factorio.com/viewtopic.php?f=6&t=13229 Modules for Radars https://forums.factorio.com/viewtopic.php?f=6&t=30639 Modules for radar https://forums.factorio.com/viewtopic.php?f=6&t=21345 Range Modules and...
- Mon Apr 08, 2019 7:18 pm
- Forum: Ideas and Suggestions
- Topic: Better Radar with circuits and modules
- Replies: 4
- Views: 1051
Re: Better Radar with circuits and modules
It can also be useful for reading the number of bitters witin radar range. If the radar detects some bitters, then output the number of bitters so we can use this together with the programable speaker to announce us and/or when they start moving from their nest to another area to create a new base ...
- Mon Apr 08, 2019 11:44 am
- Forum: Ideas and Suggestions
- Topic: Roboport networks
- Replies: 1
- Views: 836
Re: Roboport networks
Related threads:
viewtopic.php?f=6&t=22737 Logistic Subnetwork
viewtopic.php?f=67&t=8905 Overlapping Logistic Network II
viewtopic.php?f=80&t=43460 Logistic Network and Logistic Chest Extensions
viewtopic.php?f=6&t=22737 Logistic Subnetwork
viewtopic.php?f=67&t=8905 Overlapping Logistic Network II
viewtopic.php?f=80&t=43460 Logistic Network and Logistic Chest Extensions
- Sat Apr 06, 2019 5:59 pm
- Forum: Ideas and Suggestions
- Topic: All machines to have circuit network control
- Replies: 6
- Views: 1932
Re: All machines to have circuit network control
Being able to connect more types of entities to the circuit network has been discussed a bit in the following thread: https://forums.factorio.com/viewtopic.php?f=6&t=60377 Circuit Network Information 2.0 - Open Your World I agree that it would be nice if more entities were controllable and/or re...
- Thu Apr 04, 2019 4:47 pm
- Forum: Ideas and Suggestions
- Topic: Tighter S-curve rails
- Replies: 7
- Views: 3362
Re: Tighter S-curve rails
I like the idea. This is also how it is implemented in OpenTTD. The tighter the curve, the lower the maximum speed.
- Thu Apr 04, 2019 4:41 pm
- Forum: Ideas and Suggestions
- Topic: Train Exit Side
- Replies: 41
- Views: 12142
Re: Train Exit Side
I think it would be best if the player could leave the train on a specific side by holding the left or right button while hitting the ENTER key. that's good too, though perhaps a tad confusing when you realise that pressing right to exit a south facing train would have you exit on the left. One oth...