Search found 229 matches

by Factoruser
Thu Dec 15, 2022 8:38 pm
Forum: Ideas and Suggestions
Topic: Factorio Modern Mod Manager
Replies: 20
Views: 8975

Re: Factorio Modern Mod Manager

I think at least having profiles, especially for the active mod combination, is a good idea.
by Factoruser
Fri Dec 09, 2022 3:43 pm
Forum: Ideas and Suggestions
Topic: New train stop "condition" "switch to manual operation"
Replies: 22
Views: 9443

Re: New train stop "condition" "switch to manual operation"


The only way to save clicking [...]
No. Currently you might use "wait 30 seconds", but you shouldn't forget to switch to manual when you arrive, otherwise your train will elope and perhaps block other trains. With the "Stop"-"condition" you could "fire and forget" your train. It runs to the ...
by Factoruser
Thu Dec 08, 2022 4:24 pm
Forum: Ideas and Suggestions
Topic: New train stop "condition" "switch to manual operation"
Replies: 22
Views: 9443

Re: New train stop "condition" "switch to manual operation"

Now I've got the waypoint thing... But this might be extremely unusual though.

Anyway I'd prefer a "Stop"-"condition" because it's simply much more obvious/intuitive. Everything else like "delete a stop in the schedule" is just not as convenient, that's all. As I told I could also add a new train ...
by Factoruser
Wed Dec 07, 2022 11:00 pm
Forum: Ideas and Suggestions
Topic: New train stop "condition" "switch to manual operation"
Replies: 22
Views: 9443

Re: New train stop "condition" "switch to manual operation"


Do you have pax stations in schedule for your train ? What is the train doing if you do not switch it to manual ?
Of course - I've got a "home base" station to keep the train out of the way. But creating temporary stops again and again isn't very handy. You'll visit many train stops very often ...
by Factoruser
Wed Dec 07, 2022 10:43 pm
Forum: Ideas and Suggestions
Topic: New train stop "condition" "switch to manual operation"
Replies: 22
Views: 9443

Re: New train stop "condition" "switch to manual operation"

SoShootMe wrote: Wed Dec 07, 2022 6:06 pm A schedule entry with no condition has a specific (but relatively rarely used, I think) purpose, which is to make the station a waypoint.
This makes no sense. Any station is already a waypoint, without being part of one train's schedule... 😳
by Factoruser
Wed Dec 07, 2022 4:48 pm
Forum: Ideas and Suggestions
Topic: New train stop "condition" "switch to manual operation"
Replies: 22
Views: 9443

New train stop "condition" "switch to manual operation"

You should be able to switch a locomotive to "manual" operation automatically, the best by the train schedule conditions. You might simply call it "Stop".

It might further be the default behaviour for trains without any train stop condition. => No condition makes no sense. Currently a train without ...
by Factoruser
Wed Nov 23, 2022 4:14 pm
Forum: Implemented Suggestions
Topic: Accept hexadecimal input for numbers / Add the ability to type "16k" so it autocompletes to "16000"
Replies: 60
Views: 13991

Re: Allow for Math to be used in Number Fields

Extremely smart idea, although not THAT much useful for Factorio...
by Factoruser
Thu Oct 20, 2022 8:14 pm
Forum: Ideas and Suggestions
Topic: Recipe-based pollution
Replies: 0
Views: 664

Recipe-based pollution

At least pollution values for "fuel".

You should be able to e.g. even burn sulphur and plastic bars, but this should cause much more pollution. Pollution and burning value shouldn't correlate. Further, recipes of chemical plants should cause varying pollution too.
by Factoruser
Thu Oct 20, 2022 7:22 pm
Forum: Ideas and Requests For Mods
Topic: Making Factorio a survival game
Replies: 4
Views: 3195

Re: Making Factorio a survival game


Sounds like mod territory. While I’m sure it could be popular, I’m also sure that for a large portion of the player base this would be a complete turn off.
That's not a problem. Simply play "Terra 2" with "no survival" modifier, and it's almost the vanilla game. You won't have to sleep and fish ...
by Factoruser
Sat Oct 15, 2022 2:06 pm
Forum: Ideas and Requests For Mods
Topic: Making Factorio a survival game
Replies: 4
Views: 3195

Making Factorio a survival game

Short summary
Adding Factorio survival game aspects, requiring to look at the biological needs of the player. Further different planets with new challenges.


Values
Health : is no longer "hitpoints", you REALLY have to avoid getting hurt. Health regenerates hardly and starts to decrease when ...
by Factoruser
Wed Oct 02, 2019 4:53 pm
Forum: Implemented Suggestions
Topic: Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train)
Replies: 58
Views: 34784

Re: Option for disabling artillery auto target

Agree for "turrets" but not for artillery wagon. Further this should be controlled by the circuit system. Artillery guns should send their ammunition count to the network and beeing enabled on condition.

The wagon is ment to fire automatically where you send it to. If you don't want this, you have ...
by Factoruser
Wed Oct 02, 2019 2:57 pm
Forum: Ideas and Suggestions
Topic: Make fuel slots (in a locomotive, car, tank, furnace...) have a filter
Replies: 8
Views: 5014

Re: Make fuel slots (in a locomotive, car, tank, furnace...) have a filter

I think it would be better to use a smart fueling station setup. I see the trouble more in the improvement of the circuit system; the combinators are extremely useless yet. A simple comparsion "chest A <> chest B" requires 3 combinators for instance and therefore you get rapidly a hell of a cable ...
by Factoruser
Wed Oct 02, 2019 2:44 pm
Forum: Ideas and Suggestions
Topic: Placing a bp with shift click results in unexpected stone on some belts.
Replies: 3
Views: 2247

Re: Placing a bp with shift click results in unexpected stone on some belts.

invisus wrote: Wed Oct 02, 2019 1:15 pm Use deconstruction planner to clear rocks/ground items before placing blueprint
👍

The game should not become over-automized, so that you are just watching a facility city growing on its own. Some obstacles in the way are good.
by Factoruser
Tue Oct 01, 2019 12:31 pm
Forum: Ideas and Suggestions
Topic: Circuit network design
Replies: 20
Views: 13188

Re: Circuit network design

I even don't understand how this should have any effect for players. Maybe you could check whether a train has slots reserved for ore. But the circuit system is THAT primitive and inconvenient, that you can't use this sensibly. For example a smart train station, changing the filter of filter ...
by Factoruser
Sun Nov 25, 2018 4:45 pm
Forum: Ideas and Suggestions
Topic: Underwater Nodes
Replies: 10
Views: 6653

Re: drowned ore resurfaces with landfill

Yes, but not sensible, especially you are pouring rocks over the deposits.
by Factoruser
Sun Nov 25, 2018 4:42 pm
Forum: Ideas and Suggestions
Topic: Wildcard Stations in Train Schedules
Replies: 2
Views: 2187

Wildcard Stations in Train Schedules

You should be able to use wildcards resp. the '*' in station's names of schedules somehow.

Purpose: artillery wagon/train on patrol. You may name stations "Outpost 1", "Outpost 2" and so on, and only set(edit) in the schedule "Outpost *". This way the train will "alphabetically" go to each station ...
by Factoruser
Sat Oct 20, 2018 4:50 pm
Forum: Ideas and Suggestions
Topic: Copy & paste train conditions
Replies: 7
Views: 6333

2 additional buttons for train schedules:

- "Copy" and "Edit".

"Copy" copies the selected station and all of its conditions, inserting it another time.

"Edit" lets you change the selected station, select another one from the list.

This is something you could really use very often.
by Factoruser
Sat Oct 20, 2018 4:45 pm
Forum: Ideas and Suggestions
Topic: Clock combinator
Replies: 5
Views: 5064

Re: Clock combinator

As I told here the circuit system needs much improvement. Just like this logic gate thing - you need 2 decider combinators that are creating a simple "true" signal each, which could be then logically combined with the arithmetic combinator. 3 elements and many wires just for that simple task. This ...
by Factoruser
Fri Oct 12, 2018 8:56 pm
Forum: Ideas and Suggestions
Topic: Circuits: enhancing rail signal function
Replies: 6
Views: 3840

Re: Circuits: enhancing rail signal function


+1 though I'd suggest a signal outputs the ID of the train that has reserved it (if orange) or of the train that is in the next block (if red).
It should only send a signal of a train in the rail signal's block.


The use would simply be to detect whether any train is in a block as needed for ...
by Factoruser
Tue Oct 09, 2018 11:33 pm
Forum: Ideas and Suggestions
Topic: Better Power Network Informations
Replies: 6
Views: 2705

Re: Better Power Network Informations

I think the ruler-and-calculator-method is still easier :roll:

Go to advanced search