Search found 167 matches
- Mon Oct 08, 2018 7:59 pm
- Forum: Ideas and Suggestions
- Topic: Other fuel options
- Replies: 9
- Views: 2898
Re: Other fuel options
First factorio should implement heating and pollution values for liquids resp. allow to burn them. They already have that. Really ? Even resulting temperature and pollution ? in 0.16, the only entity that can burn fluids is the generator (steam engine) Of course, consuming fluids isn't a real diffe...
- Sun Oct 07, 2018 4:06 pm
- Forum: Ideas and Suggestions
- Topic: Tanks(Cars) should keep their inventory when picked up...
- Replies: 6
- Views: 2022
Tanks(Cars) should keep their inventory when picked up...
- not really. Only their fuel and ammunition. Those should be converted into an item property of the vehicle item like the hitpoints when storing and re-converted when unpacking.
Well, I'm not the guy who drives every metre with a car...
Well, I'm not the guy who drives every metre with a car...
- Sun Oct 07, 2018 4:02 pm
- Forum: Ideas and Suggestions
- Topic: This circuit system...
- Replies: 10
- Views: 3845
Re: This circuit system...
I'm not sure which solution would be better resp. easier to implement... At least you'll still need a kind of code that represents the logic of your combinator. It would be cool though if you might have an in-game puzzle where you draw a kind of circuit schematic...
- Sun Oct 07, 2018 1:56 pm
- Forum: Ideas and Suggestions
- Topic: AWay to totally lock a track path.
- Replies: 63
- Views: 20509
Re: AWay to totally lock a track path.
TL;DR - You have to place (red) signals at the entraces of the tracks and a chain signal BEFORE the branching. Then a train will wait for the first track where the signal at its entrace is turning green. The signals at the entraces should be chain signals too, otherwise trains could wait behind them.
- Sun Oct 07, 2018 1:48 pm
- Forum: Ideas and Suggestions
- Topic: "Constructor" mech vehicle for early game
- Replies: 9
- Views: 3570
Re: "Constructor" mech vehicle for early game
Once I suggested "manual" autobuild. I.e. if you stand close enough to a ghost and have the item, you're placing it automatically. Of course also auto-repair. But I'm totally satisfied with the actual blueprint system, I even don't hurry getting robots anymore. I can pick a ghost with the ...
- Sun Oct 07, 2018 1:36 pm
- Forum: Ideas and Suggestions
- Topic: Better Power Network Informations
- Replies: 6
- Views: 1935
Better Power Network Informations
There should be a calculated value somewhere, how much the power producers in the network can maximally produce. I.e. if you've got 480 steam engines "432 MW". Of course without checking whether you've got enough boilers and water. Further there should be tooltips above the graphs showing ...
- Sun Oct 07, 2018 1:21 pm
- Forum: Ideas and Suggestions
- Topic: Other fuel options
- Replies: 9
- Views: 2898
Re: Other fuel options
First factorio should implement heating and pollution values for liquids resp. allow to burn them. It would be nice if you have to fuel vehicles with light oil instead of anything that burns resp. need distinct fuel (steam locomotive, diesel locomotive, electric locomotive) or having electric locomo...
- Sun Oct 07, 2018 12:47 pm
- Forum: Ideas and Suggestions
- Topic: This circuit system...
- Replies: 10
- Views: 3845
Re: This circuit system...
You can do anything with the factorio "combinators" but the point is, how easy. One big problem is, that you have to regard how the "combinators" are connected. A single wrong wire destroys the whole concept, and you hardly see which "combinator" is connected with what....
- Sat Oct 06, 2018 4:15 pm
- Forum: Ideas and Suggestions
- Topic: This circuit system...
- Replies: 10
- Views: 3845
Re: This circuit system...
It's not overwhelming, it's making a cable tangle if you try to make more sophisticated circuits, and you can hardly see HOW you wired the elements together. Therefore a programming language won't be THAT user-unfriendly compared. But it should be like the shown primitive BASIC, not Assembler. This ...
- Sat Oct 06, 2018 3:46 pm
- Forum: Ideas and Suggestions
- Topic: Circuits: enhancing rail signal function
- Replies: 6
- Views: 2513
Circuits: enhancing rail signal function
There might be a distinct train signal, sent by each train, containing the train ID. This signal should be also gained by rail signals, not just stations. It is returned for the (first) train that is currently in the "block" where the rail signal is the/one exit. Alternatively rail signals...
- Sat Oct 06, 2018 1:35 pm
- Forum: Ideas and Suggestions
- Topic: This circuit system...
- Replies: 10
- Views: 3845
This circuit system...
Sorry for the subject title... TL;DR: something has to be done with the circuit system... - More discussion than suggestion... ---- example: 1.png ---- Circuits are complicated, confusing, visually annoying. But dunno what do to would be the best. It's not the same fun as creating "circuits&quo...
- Wed Oct 03, 2018 12:04 pm
- Forum: Ideas and Suggestions
- Topic: Single-content chests
- Replies: 7
- Views: 2386
Re: Single-content chests
You can limit the size of containers with the red X button, and use filter inserters. Further you can lock slots for specific items in cargo wagons, just like in your toolbelt.
- Wed Oct 03, 2018 10:53 am
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 34
- Views: 7639
Re: Suggestion: Chests should output the number of empty slots
Good idea. New signal: empty slots, and maybe a different container-circuit-mode.
- Mon Oct 16, 2017 1:13 am
- Forum: Ideas and Suggestions
- Topic: Copy & paste train conditions
- Replies: 7
- Views: 4468
Copy & paste train conditions
- there should be a "copy" and "assign" button for train stations in the train interface. "Copy" takes the conditions of the selected station, "assign" overwirtes the conditions of the selected station with the stored one. Perhaps a "management tool"...
- Mon Oct 16, 2017 1:04 am
- Forum: Ideas and Suggestions
- Topic: Space Power
- Replies: 19
- Views: 6314
Re: Space Power
I'm not very satisfied with the fission reactors viewtopic.php?f=6&t=52070, but I definitely don't wish anything much more powerful.
- Mon Oct 16, 2017 12:51 am
- Forum: Ideas and Suggestions
- Topic: New .17 GUI: Number Input System
- Replies: 17
- Views: 5282
Re: New .17 GUI: Number Input System
But not in that arrangement.Cabanur wrote:These buttons are already in my original post.Factoruser wrote:Better: [-10] [ - ] [ ] [ + ] [+10]
- Sun Oct 15, 2017 1:14 pm
- Forum: Ideas and Suggestions
- Topic: Check for vehicle speed before releasing personal robots
- Replies: 12
- Views: 4609
Re: Robots shouldn't jump out of speedy trains
Well thought out. But the speed limit should be already about 10 km/h, i.e. when nearly standing still.
Better suggestion: make a hotkey for toggling the personal roboport / => releasing of repair robots.
Better suggestion: make a hotkey for toggling the personal roboport / => releasing of repair robots.
- Sun Oct 15, 2017 12:49 pm
- Forum: Ideas and Suggestions
- Topic: New .17 GUI: Number Input System
- Replies: 17
- Views: 5282
Re: New .17 GUI: Number Input System
Better: [-10] [ - ] [ ] [ + ] [+10] button arrangement; maybe Ctrl-clicking on + / - for plus/minus 100 or Shift-clicking for +/-10... "Sensible" values (10-stepping for seconds, 100-stepping for items)...
The slider is not very handy indeed, anyway.
The slider is not very handy indeed, anyway.
- Fri Sep 15, 2017 3:18 pm
- Forum: Ideas and Suggestions
- Topic: Detecting Locomotive Fuel Level
- Replies: 9
- Views: 12256
Re: Detecting Locomotive Fuel Level
At least the fuel content should be added to the train's cargo information. Yes, as long as there is a way to differentiate coal in the fuel storage from coal in the cargo. Would be convient, but not a must. Resp. if you distinguish cargo and fuel, you can make a fuel level signal based on MJ or GJ...
- Fri Sep 15, 2017 3:01 pm
- Forum: Ideas and Suggestions
- Topic: early game : tree harvester
- Replies: 8
- Views: 3319
Re: early game : tree harvester
The first recipe that requires coal is either hand grenades or plastic. You use it for operating burner mining drills, furnaces and boilers... You do not need it in the early game. Well, if you would have a tree harvesting machine in the early game... I won't suggest to relinquish coal as a fuel......