Search found 229 matches
- 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.
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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"
This makes no sense. Any station is already a waypoint, without being part of one train's schedule...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.
- 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 ...
It might further be the default behaviour for trains without any train stop condition. => No condition makes no sense. Currently a train without ...
- 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...
- 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.
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.
- 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 ...
- 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 ...
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 ...
- 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 ...
The wagon is ment to fire automatically where you send it to. If you don't want this, you have ...
- 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 ...
- 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.
- 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 ...
- 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.
- 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 ...
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 ...
- 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.
"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.
- 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 ...
- 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 ...
- 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 