Search found 167 matches
- Fri Sep 15, 2017 2:42 pm
- Forum: Ideas and Suggestions
- Topic: Receive signals from moving trains
- Replies: 11
- Views: 4089
Re: Receive signals from moving trains
Stops are simply not good enough. Maybe wait for the turret wagon, or... - I don't see any sense in this suggestion. Otherwise you need a better gate defence. Should the train decide whether it should sacrifice itself and stop ??? "Better gate defence" haha, ppl really didn't try playing ...
- Thu Sep 14, 2017 12:47 am
- Forum: Ideas and Suggestions
- Topic: Receive signals from moving trains
- Replies: 11
- Views: 4089
Re: Receive signals from moving trains
That is the point.. is not fast enough . I just want to receive a signal regardless of ANY change in speed, destination. Just by "passing by" that point. I tested with train stations and lost quite few cars when i really needed it to work. Did you ever saw an "all out" bitter ma...
- Mon Sep 11, 2017 5:07 pm
- Forum: Ideas and Suggestions
- Topic: Receive signals from moving trains
- Replies: 11
- Views: 4089
Re: Receive signals from moving trains
Simply just use a train stop. But some buildings should be ignored resp. even almost indestructible like railways, big electric poles, signals and train stops of course for this case.
- Mon Sep 11, 2017 5:01 pm
- Forum: Ideas and Suggestions
- Topic: Detecting Locomotive Fuel Level
- Replies: 9
- Views: 12286
Re: Detecting Locomotive Fuel Level
At least the fuel content should be added to the train's cargo information.
- Mon Sep 11, 2017 4:52 pm
- Forum: Ideas and Suggestions
- Topic: Build Colony in Late-game by Adding Airplane
- Replies: 5
- Views: 1816
Re: Build Colony in Late-game by Adding Airplane
Well, some kind of multicopter would work... but the question is: for what ? The world of factorio is almost homogenous. Some sand desert patches and wood, but in principle just a carpet of resources and alien colonies. What might be somehow useful/funny could be a "build train", that blas...
- Mon Sep 11, 2017 4:39 pm
- Forum: Ideas and Suggestions
- Topic: Safe serverpassword
- Replies: 1
- Views: 1099
Re: Safe serverpassword
*"save" not "safe" (for German-speakers: http://deen.dict.cc/?s=safe ) Dunno how far the development is, in the release version the passwords should be optionally storeable of course - using hashs. Although factorio might never be played on public computers, this "save passw...
- Thu Sep 07, 2017 7:01 pm
- Forum: Ideas and Suggestions
- Topic: Train Labels
- Replies: 19
- Views: 5550
Re: Train Labels
A train stop that disables itself is for example one that reads the train signal, that goes into a decider combinator with T=0 ==> Green=1 and then back into the trains stop, which enables when Green > 0. If you have multiple station with the same name then it makes sense to disable the station if ...
- Thu Sep 07, 2017 6:30 pm
- Forum: Ideas and Suggestions
- Topic: early game : tree harvester
- Replies: 8
- Views: 3327
Re: early game : tree harvester
Woods can be horrible at the beginning, when you still dig ore with your hands. Why would you do that? The only time I ever dug ore with my hands was when doing the Lazy Bastard achievement. In a normal start, you have enough iron plates to make two basic pickaxes. "With your hands" meant...
- Wed Sep 06, 2017 10:47 am
- Forum: Ideas and Suggestions
- Topic: Cover ore with bricks/concrete
- Replies: 18
- Views: 10508
Re: Cover ore with bricks/concrete
I don't know any "craftsman" who leaves 1 metre sized bushes when he should make a paving or street...Selvek wrote:Hmm the concrete near me has tons of "plant doodads" poking through it. Must be a bug in life.
- Wed Sep 06, 2017 10:39 am
- Forum: Ideas and Suggestions
- Topic: early game : tree harvester
- Replies: 8
- Views: 3327
Re: early game : tree harvester
Woods can be horrible at the beginning, when you still dig ore with your hands. But of course you can't start with a AT-AT and blast everything away.
- Wed Sep 06, 2017 10:32 am
- Forum: Ideas and Suggestions
- Topic: Re-Plant Trees
- Replies: 56
- Views: 32330
Re: Planteable Trees
Bamboo is a grass
- Tue Sep 05, 2017 6:30 pm
- Forum: Ideas and Suggestions
- Topic: Cover ore with bricks/concrete
- Replies: 18
- Views: 10508
Re: Cover ore with bricks/concrete
Concrete / bricks should cover everything - also these decorative plant doodahs that are remaining some times. And you should have to remove trees before you can build a "street" at their position. The player builds and it's his fault if he hides resources he wanted to exploit. BTW you'll ...
- Tue Sep 05, 2017 6:23 pm
- Forum: Ideas and Suggestions
- Topic: Re-Plant Trees
- Replies: 56
- Views: 32330
Re: Planteable Trees
Trees normally grow far too slow; you've got to play hundreds of real hours to grow a wood.
You only may replant entire trees with a special machine...
You only may replant entire trees with a special machine...
- Tue Sep 05, 2017 6:16 pm
- Forum: Ideas and Suggestions
- Topic: Assembly machines to be more flexible
- Replies: 8
- Views: 3044
Re: Assembly machines to be more flexible
It's been requested many times, and it's not going to happen. If for example it's just a simple "provide base components and it spits out final product" then it's eliminating much of the core gameplay, not to mention there are odd ratios like 1.5 Copper Plate per Electronic Circuit craft....
- Tue Sep 05, 2017 5:55 pm
- Forum: Ideas and Suggestions
- Topic: Train Labels
- Replies: 19
- Views: 5550
Re: Train Labels
Yes, but at the moment I don't need the extra combinator since I select the signal at the station, not the train. A depot for 8 trains would now need 7 extra combinators to get the old behaviour. Where I don't get how and for what this should be good for. And a train stop that disables itself when ...
- Tue Sep 05, 2017 5:07 pm
- Forum: This Forum
- Topic: Discussion of Factorio 2 suggestions
- Replies: 10
- Views: 4138
Re: Discussion of Factorio 2 suggestions
Currently, there is a Suggestions sub-forum . This is mainly used to post and discuss suggestions regarding the current game Factorio, i.e. Factorio 1. However, recently, someone posted some ideas he had that involved changes that were too big to be implemented in the current Factorio 1, but that c...
- Mon Sep 04, 2017 6:06 pm
- Forum: Ideas and Suggestions
- Topic: early game : tree harvester
- Replies: 8
- Views: 3327
Re: early game : tree harvester
You better should just pass rather slow through woods on foot instead of being blocked, maybe just when the player sprite is covered by leaves, so you don't need an elaborate animation.
- Mon Sep 04, 2017 5:56 pm
- Forum: Ideas and Suggestions
- Topic: Factorio 2 suggestions
- Replies: 1
- Views: 1557
Factorio 2 suggestions
Well, a bit too early of course... Some suggestions I don't think they could be implemented in the current game, mean too much work, and are a big difference to the classic Factorio gameplay: Multi-layer maps: hills and holes, that are making building (and driving/walking) more difficult. 6 main lay...
- Mon Sep 04, 2017 5:47 pm
- Forum: Ideas and Suggestions
- Topic: More Pumpjack access points
- Replies: 18
- Views: 6118
Re: More Pumpjack access points
I'd rather suggest that you should be able to place a pumpjack in a 5x5 or 7x7 area around its oil patch. Two or more oil patches might be used with one pump jack, though several pumpjacks should reach a higher yield (and depletion).
- Mon Sep 04, 2017 12:00 am
- Forum: Ideas and Suggestions
- Topic: Train Labels
- Replies: 19
- Views: 5550
Re: Train Labels
Say you have 2 train stops. One train stop is using the T=<ID> signal that would be default while the other uses S=<ID>. For example because you want both signals on a single wire so somewhere else you can check if both stations have a train. But how would you configure the trains when they decide ...