Search found 1035 matches
- Mon Mar 13, 2017 5:12 pm
- Forum: Ideas and Suggestions
- Topic: propulsion power of bidirectional trains
- Replies: 62
- Views: 19240
Re: propulsion power of bidirectional trains
In my opinion it should work so that train runs automatically only to the directions where locomotive is first but direction of locomotive(s) should not effect. If you want to have bidirectional train put the locomotive on both ends. Two days ago, I would have fully agreed with you. However, after ...
- Sun Mar 12, 2017 8:08 pm
- Forum: Ideas and Suggestions
- Topic: Steam engines can explode.
- Replies: 1
- Views: 1134
Re: Steam engines can explode.
Your suggestion is similar to the suggestion In this thread , in which it was suggested that entities should break down regularily, so that they must be repaired by the player. I don't think that steam engines should be at risk of exploding on 100% usage, because that doesn't necessarily mean that t...
- Sun Mar 12, 2017 8:01 pm
- Forum: Implemented Suggestions
- Topic: Rename the diesel locomotive to burner locomotive.
- Replies: 19
- Views: 6895
Re: Rename the diesel locomotive to burner locomotive.
I fully agree.MeduSalem wrote:Well I'm just for "Locomotive" and that's it. There is not going to be a true Diesel variant or Electric variant in the future anyways. Or at least I don't think that there will be.
- Sun Mar 12, 2017 7:46 pm
- Forum: Ideas and Suggestions
- Topic: Watt limiter
- Replies: 7
- Views: 3314
Re: Watt limiter
Just for clarification: I assume that the original poster intends that his suggestion about intentional limited power transfer between power networks is to be discussed in this thread and that his suggestion about power poles having a limited power flow capacity is not to be discussed in this thread...
- Sun Mar 12, 2017 7:39 pm
- Forum: Ideas and Suggestions
- Topic: Poles limit
- Replies: 2
- Views: 1955
Re: Poles limit
Currently, power flow inside a power network is not simulated. This means that power can flow freely inside a power network. It also means that the CPU has very little work to do. It would be nice if power poles had a limited power flow capacity, since it would require your power infrastructure to h...
- Sun Mar 12, 2017 7:05 pm
- Forum: Ideas and Suggestions
- Topic: In-ground electric
- Replies: 11
- Views: 4328
Re: In-ground electric
What entity problem? Just have the tiles create a 1:1 blob of blue. In Factorio Friday Facts #115 , it is explained how power networks work internally and that all entities must be iterated whenever a change is made to a power network. I imagine it could be a problem if every single tile were such ...
- Sun Mar 12, 2017 6:32 pm
- Forum: Outdated/Not implemented
- Topic: Corner Insertor
- Replies: 5
- Views: 2238
Re: Corner Insertor
Ah, sorry, yes, I didn't read your post properly.
You can already do this with Bob's Mods. The name of the mod is Bob's Adjustable Inserters. I believe there are also other mods which can do that.
EDIT: it seems that impetus maximus managed to post a few seconds before me.
You can already do this with Bob's Mods. The name of the mod is Bob's Adjustable Inserters. I believe there are also other mods which can do that.
EDIT: it seems that impetus maximus managed to post a few seconds before me.
- Sun Mar 12, 2017 6:21 pm
- Forum: Ideas and Suggestions
- Topic: Watt limiter
- Replies: 7
- Views: 3314
Re: Watt limiter
I am not sure if you are suggesting that power poles should have a limited power flow capacity based on their size or whether you are proposing that the player should have the option to place a special entity that connects two power networks, but only allows a certain amount of power to flow between...
- Sun Mar 12, 2017 5:49 pm
- Forum: Outdated/Not implemented
- Topic: Corner Insertor
- Replies: 5
- Views: 2238
Re: Corner Insertor
You are aware that it is possible to rotate an inserter, so that it moves things horzontally instead of vertically? Or are you talking about moving an item from one side of a belt to the other side?
- Sun Mar 12, 2017 5:47 pm
- Forum: Ideas and Suggestions
- Topic: High speed transport belt
- Replies: 1
- Views: 1017
Re: High speed transport belt
Bob's mods allows you to build faster transport belts than in vanilla Factorio.
- Sun Mar 12, 2017 2:11 pm
- Forum: Ideas and Suggestions
- Topic: propulsion power of bidirectional trains
- Replies: 62
- Views: 19240
Re: traction of bidirectional trains
Maybe anyone could make a mod which cuts the vanilla loco in half and the back part is a reverse loco. Yes, it would be possible to create the graphics for a symmetrical locomotive and for a mod to increase the reversing power of a locomotive to 100%, so that, in manual mode, the locomotive will be...
- Sun Mar 12, 2017 1:40 pm
- Forum: Mods
- Topic: [MOD 0.14] Train Coupler
- Replies: 33
- Views: 17376
Re: [MOD 0.14] Train Coupler
I really like your YouTube video demonstration of your mod. In your video demonstration, each train has two locomotives, one pointing in each direction. This is necessary for trains to be able to drive in both directions in automatic mode. Personally, I find this ugly and unrealistic. Also, this mak...
- Sun Mar 12, 2017 12:48 pm
- Forum: Ideas and Suggestions
- Topic: propulsion power of bidirectional trains
- Replies: 62
- Views: 19240
Re: traction of bidirectional trains
Meanwhile, in this thread , a mod has been created that allows for automatic coupling and decoupling of locomotives from trains. This opens up many new possibilities. I also believe that this mod demonstrates the necessity for my idea that locomotives should be symmetrical. In the official video dem...
- Sun Mar 12, 2017 12:17 pm
- Forum: Ideas and Suggestions
- Topic: Remove the reverse gear from player-driven trains.
- Replies: 13
- Views: 3957
Re: Remove the reverse gear from player-driven trains.
Thank you very much for pointing out this mod. It is very interesting.Kane wrote:This might interest people on the subject of coupling
viewtopic.php?f=93&t=42162
- Sun Mar 12, 2017 11:37 am
- Forum: Ideas and Suggestions
- Topic: Brownout icon / Low power icon / Low power warning
- Replies: 49
- Views: 13853
Re: Low power warning
We have a warning for a device not connected to anything that produces power, and another one for a device receiving no power at all. Why not one for insufficient power? I'm not sure if I want all my entities in my base to have a flashing icon, just because my base is powered 95% instead of 100%. T...
- Sun Mar 12, 2017 1:50 am
- Forum: Ideas and Suggestions
- Topic: Train-IDs for the circuit network
- Replies: 10
- Views: 6643
Re: Train-IDs for the circuit network
This has already been on my wishlist for 10 years, when I was playing OpenTTD (Transport Tycoon Deluxe), hoping for programmable rail signals/pathfinding based on a variable defined by the train. Therefore, I certainly also hope for such a feature in Factorio.
- Sun Mar 12, 2017 1:04 am
- Forum: Outdated/Not implemented
- Topic: Make underground belts work like underground pipes.
- Replies: 4
- Views: 2188
Re: Make underground belts work like underground pipes.
I also don't think that underground belts should offer this feature, since it gives the impression of being an exploit. However, I still consider this feature to be very important. For example, it is the only way to build a lane balancer that is also input-balanced or for splitting the lanes of a be...
- Sun Mar 12, 2017 12:10 am
- Forum: Ideas and Suggestions
- Topic: Remove the reverse gear from player-driven trains.
- Replies: 13
- Views: 3957
Re: Remove the reverse gear from player-driven trains.
not only should trains be able to reverse, they should be driving in reverse when another locomotive is driving the train in the opposite direction. that is how real locomotives operate. I fully agree with this. In fact, I have made this exact suggestion six weeks ago in this thread . In that threa...
- Fri Mar 10, 2017 10:33 am
- Forum: Ideas and Suggestions
- Topic: In-ground electric
- Replies: 11
- Views: 4328
Re: In-ground electric
I like your idea, especially since it is limited to the late stage of the game. However, I'm afraid that your suggestion would significantly increase the number of entities in the power network. This would significantly increase the CPU time required to recalculate the power network, whenever you ch...
- Wed Mar 08, 2017 2:11 pm
- Forum: Ideas and Suggestions
- Topic: Satellite Lifts Fog of War
- Replies: 7
- Views: 3764
Re: Satellite Lifts Fog of War
I was also very disappointed when I launched my first satellite and all I got was a "You win!" message and a counter that increases every time I launch another rocket. I found this counter to be nothing else than annoying, especially since I couldn't even turn it off without a mod. Therefo...