Search found 1035 matches

by Tekky
Thu Apr 04, 2019 12:45 pm
Forum: Ideas and Suggestions
Topic: bulk handcrafting
Replies: 40
Views: 8866

Re: bulk handcrafting

But will most likely never happen : the devs have been quite constant on the topic of not making hand crafting more convenient to incentivize automation. In this thread , alternative ways of discouraging hand-crafting and providing incentives for automation have been discussed, so that the devs can...
by Tekky
Thu Apr 04, 2019 11:09 am
Forum: Ideas and Suggestions
Topic: Train Exit Side
Replies: 41
Views: 12088

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 way, the discussion in this thread will only be about the default exit side (i.e. the exit side if no key is pressed). However, one problem I see is t...
by Tekky
Wed Apr 03, 2019 4:44 pm
Forum: Ideas and Suggestions
Topic: Train Exit Side
Replies: 41
Views: 12088

Re: Train station side

This has already been suggested and discussed in the following thread:

viewtopic.php?f=6&t=31268 Train Exit Side

EDIT: Meanwhile, the threads have been merged. Therefore, my above link now points to the current thread.
by Tekky
Tue Apr 02, 2019 2:23 pm
Forum: Ideas and Suggestions
Topic: Make electricity great again
Replies: 8
Views: 3960

Re: Make electricity great again !

OP's suggestion has already been suggested in the following threads: https://forums.factorio.com/viewtopic.php?f=6&t=57163 Power Management https://forums.factorio.com/viewtopic.php?f=6&t=55637 More realistic power grid https://forums.factorio.com/viewtopic.php?f=6&t=42652 Poles limit ht...
by Tekky
Mon Apr 01, 2019 5:10 pm
Forum: Ideas and Suggestions
Topic: Change to a new station
Replies: 1
Views: 519

Re: Change to a new station

Related thread:

viewtopic.php?f=6&t=68310 Change train station already added to schedule
by Tekky
Sun Mar 31, 2019 3:46 pm
Forum: Ideas and Suggestions
Topic: Beacon on/off via circuit network
Replies: 25
Views: 9231

Re: Beacon on/off via circuit network

+1 However, I do not think that this should be limited to beacons. It should be possible to connect many other types of entities to the circuit network. For example, a level 3 assembler with 4 level 3 production modules will consume 1.5 MW of power, which is significantly more than a beacon. Therefo...
by Tekky
Fri Mar 29, 2019 5:08 pm
Forum: News
Topic: Friday Facts #120 - Spidertron
Replies: 123
Views: 115922

Re: Friday Facts #120 - Spidertron

That's exactly why I am suggesting it to be implemented as an optional mod. The server admin always decides which mods are used in a game. It needs hard coding in C sources. I do not believe that it is possible with lua modding interface. At least with reasonable performance and flawless functions....
by Tekky
Fri Mar 29, 2019 2:09 pm
Forum: News
Topic: Friday Facts #120 - Spidertron
Replies: 123
Views: 115922

Re: Friday Facts #120 - Spidertron

But I think I would prefer it to be implemented as an optional mod. I'm not sure if I'd like to play multiplayer games where half the players run around in a Spidertron. Maybe it would be better to give multiplayer server admins options to disable spidertron (and other techs and weapons too, if the...
by Tekky
Thu Mar 28, 2019 2:53 pm
Forum: Implemented Suggestions
Topic: Blueprints: Mirror/flip
Replies: 97
Views: 63281

Re: Blueprints: Mirror/flip

Unfortunately, there are issues with mirroring (examples here : https://forums.factorio.com/viewtopic.php?p=225836#p225836). As I have already pointed out in this post of mine , the issue with fluids could be solved by implementing this suggestion . However, the issue with train stations remains.
by Tekky
Wed Mar 27, 2019 6:41 pm
Forum: News
Topic: Friday Facts #120 - Spidertron
Replies: 123
Views: 115922

Re: Friday Facts #120 - Spidertron

Personally, I see no need for a Spidertron. However, since so many people want a Spidertron, and there has been so much hype about it over the years, I think it would be worth the effort for the devs to implement it. But I think I would prefer it to be implemented as an optional mod. I'm not sure if...
by Tekky
Tue Mar 26, 2019 10:52 pm
Forum: Ideas and Suggestions
Topic: Railway Speed Limits
Replies: 18
Views: 7481

Re: Railway Speed Limits

Meanwhile, train speed limits have also been discussed in the following thread: https://forums.factorio.com/viewtopic.php?f=6&t=60525 Train speed limit signs EDIT: Meanwhile, the threads have been merged. Therefore, this link is no longer valid. One thing I would like to add is that I would like...
by Tekky
Tue Mar 26, 2019 7:02 pm
Forum: Ideas and Suggestions
Topic: just some observations on 0.17
Replies: 1
Views: 594

Re: just some observations on 0.17

If you want your individual suggestions to be seriously discussed, then I suggest you take your most important suggestions and create one thread per suggestion using the suggestion template . However, please always do a forum search before starting a new thread, because, in many cases, it has been s...
by Tekky
Tue Mar 26, 2019 6:37 pm
Forum: Ideas and Suggestions
Topic: can you make it possible to disable Red warning when taking
Replies: 4
Views: 3339

Re: can you make it possible to disable Red warning when taking

Meanwhile, in this post, a Factorio staff member has shown another way to prevent the screen from flashing red.

Also, in this post, a forum moderator pointed out a mod that allows you to control the intensity of the damage warning.
by Tekky
Tue Mar 26, 2019 12:30 pm
Forum: Ideas and Suggestions
Topic: Red screen flashing when your character takes damage
Replies: 2
Views: 1598

Re: Red screen flashing when your character takes damage

This has already been suggested in the following thread:

viewtopic.php?f=6&t=46938 can you make it possible to disable Red warning when taking damage
by Tekky
Mon Mar 25, 2019 3:07 pm
Forum: Ideas and Suggestions
Topic: New state for train stops: closing
Replies: 5
Views: 1318

Re: New state for train stops: closing

Although I agree with your suggestion, I don't really like the feature of shutting down a station for all trains. Therefore, I believe that the following suggestion may offer a more flexible solution to the problem you described: https://forums.factorio.com/viewtopic.php?f=6&t=49214 Train entry ...
by Tekky
Mon Mar 25, 2019 2:54 pm
Forum: Ideas and Suggestions
Topic: Mining drill ore selection
Replies: 25
Views: 10499

Re: Mining drill ore selection

Related suggestion threads:

viewtopic.php?f=6&t=62507 Mining drills overlapping uranium and metal/stone/coal
viewtopic.php?f=6&t=49475 Filter Miners
by Tekky
Mon Mar 25, 2019 2:26 pm
Forum: Ideas and Suggestions
Topic: Rail Research Re-Work
Replies: 10
Views: 2877

Re: Rail Research Re-Work

Why not to unite them into one? The problem of their separation is that the railway without signals is hardly suitable for use. It is all or nothing. Railroad must have more internal progression or be merged into single research. Signals are only required if you have several trains on one track. Ho...
by Tekky
Sun Mar 24, 2019 5:21 pm
Forum: Ideas and Suggestions
Topic: [0.17.2] Allow disabling "x is in the way" error text
Replies: 8
Views: 2650

Re: [0.17.2] Allow disabling error text

Ambaire wrote:
Thu Feb 28, 2019 9:26 am
I'm about 8 hours into a singleplayer railworld and this 'feature' is still incessantly annoying. At the very least, using an existing entity for proper spacing of new entities of the same type should NOT generate these errors.
I fully agree.
by Tekky
Sun Mar 24, 2019 11:15 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 571
Views: 291472

Re: Thank you (Make the dev-team happy today!)

to honor the development the game has made. Is there a donation option, or do I have to buy the game a second time to show my empathy? :) I think it would be just as important to encourage all your friends to buy the game. If they like it, they will tell their friends, and they will tell their frie...
by Tekky
Sun Mar 24, 2019 11:10 am
Forum: Ideas and Suggestions
Topic: laser turret upgrade research prerequisite
Replies: 9
Views: 1393

Re: laser turret upgrade research prerequisite

Fun fact, the wiki says that both upgrades have laser turrets as prerequisites. I guess it may have changed from 0.16 to 0.17. I think the idea behind this is that if there were energy based weapons besides turrets, it would make sense not to have the turrets as prerequisite, but the energy technol...

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