Search found 167 matches

by Factoruser
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 ...
by Factoruser
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...
by Factoruser
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.
by Factoruser
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.
by Factoruser
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...
by Factoruser
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...
by Factoruser
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 ...
by Factoruser
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...
by Factoruser
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

Selvek wrote:Hmm the concrete near me has tons of "plant doodads" poking through it. Must be a bug in life.
I don't know any "craftsman" who leaves 1 metre sized bushes when he should make a paving or street...
by Factoruser
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.
by Factoruser
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 ;-)
by Factoruser
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 ...
by Factoruser
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...
by Factoruser
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....
by Factoruser
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 ...
by Factoruser
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...
by Factoruser
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.
by Factoruser
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...
by Factoruser
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).
by Factoruser
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 ...

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