Search found 1035 matches

by Tekky
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=...
by Tekky
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...
by Tekky
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
by Tekky
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....
by Tekky
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...
by Tekky
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...
by Tekky
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.
by Tekky
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...
by Tekky
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....
by Tekky
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...
by Tekky
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
by Tekky
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

Koub wrote:
Tue Apr 09, 2019 5:47 am
Done :)
Thanks. :)
havarc wrote:
Tue Apr 09, 2019 10:29 am
Thanks, I hope this actually gets considered!
See this thread for some developer responses regarding support for color blindness.
by Tekky
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 ...
by Tekky
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

Alphasoldier wrote:
Sun Mar 03, 2019 5:12 pm
Instead of shift-click making everything, what if it made everything up to one stack?
I am also in favor of this.
by Tekky
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...
by Tekky
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 ...
by Tekky
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
by Tekky
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...
by Tekky
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

steinio wrote:
Sun Oct 23, 2016 11:39 am
This can be combined with a maximum speed per bridged gap.

0 gap - no slow down
..
2 gap 50% slow down else the train would flip off the track on s-lining
I like the idea. This is also how it is implemented in OpenTTD. The tighter the curve, the lower the maximum speed.
by Tekky
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...

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