Search found 49 matches
- Sat Jul 15, 2017 1:18 am
- Forum: News
- Topic: Friday Facts #199 - The story of tile transitions
- Replies: 51
- Views: 27407
Re: Friday Facts #199 - The story of tile transitions
Weird I had never run into that particular problem with the water transition, but I certainly sympathize with the difficulty in addressing something like that lol I was looking over it and thought - yeah that seems like a pretty straight forward fix I don't see what's problematic abou..... ohhhhhhhh...
- Wed Jul 12, 2017 6:50 pm
- Forum: Ideas and Suggestions
- Topic: Allow Rotation of entity ghosts
- Replies: 2
- Views: 988
Re: Allow Rotation of entity ghosts
I'm for your suggestion though you lost me at making ghosts less spooky, I cannot in good conscience approve of that part.
- Mon Jul 10, 2017 9:47 pm
- Forum: Ideas and Suggestions
- Topic: Inserters between labs shouldnt transfer depleted packs
- Replies: 13
- Views: 4585
Re: Inserters between labs shouldnt transfer depleted packs
@Ripshaft A lot of these setups were on the factorio subreddit a while ago. You can get a very compact science setup by combining the traditional parallel approach with series, for example make rows with five labs each and add rows as you need them. You're also indeed missing the point of this. Her...
- Mon Jul 10, 2017 2:42 pm
- Forum: Ideas and Suggestions
- Topic: Inserters between labs shouldnt transfer depleted packs
- Replies: 13
- Views: 4585
Re: Inserters between labs shouldnt transfer depleted packs
That is a strange setup you're using.. series instead of parallel. But I think I may be missing the point... either you have enough packs coming to saturate the demand or you don't - if you do then none of that matters, and if you don't then why not just reduce the number of labs until it is, if the...
- Mon Jul 10, 2017 3:09 am
- Forum: Ideas and Suggestions
- Topic: HEY, What about Air/Water enemies? (sp/en w/PD)
- Replies: 9
- Views: 3204
Re: HEY, What about Air/Water enemies? (sp/en w/PD)
From a purely gameplay perspective, adding flying or swimming enemies would remove any element of terrain control - as the single impassable barrier (water) would suddenly become passable. So without different terrain or other gameplay dynamics, I can't see this adding to the game - though I would l...
- Sat Jul 08, 2017 5:51 am
- Forum: Ideas and Suggestions
- Topic: New Train-Schedule-Mode / Conditions instead of Train-Stop-Names / Remove Names from Train-Schedule
- Replies: 12
- Views: 5293
Re: New Train-Schedule-Mode / Conditions instead of Train-Stop-Names / Remove Names from Train-Sched
We could just go full blown programmable trains, and have the extra mode be a window with a Lua script that returns the index of the next train station to go to. Maybe it's a bit much, but I would enjoy it. :) Currently the Lua-Api doesn't allow to head a specific stop. See http://lua-api.factorio....
- Wed Jul 05, 2017 3:27 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.14.14] Train stuck in between chain signals (due to rerouting?)
- Replies: 22
- Views: 13439
Re: [Rseding91] [0.14.14] Train stuck in between chain signals (due to rerouting?)
O, I didn't realize this was actually a bug, I'd always find a spot to place another chain signal to isolate so that a different train could travel through the same area... but I guess that once that other train has passed it prompts the stuck train to recalculate its path? Or I have not been victim...
- Sat Jul 01, 2017 3:29 am
- Forum: Ideas and Suggestions
- Topic: Show vehicle color on map
- Replies: 17
- Views: 3578
Re: Train Color on Map
I saw this one last night but forgot to comment - I think the base idea is incredibly good but i see potential problems with the proposed implementation. The idea of being able to identify your trains in some way at a glance from the map would be a wonderfully sweet feature, though I don't think cha...
- Thu Jun 29, 2017 8:12 pm
- Forum: Ideas and Suggestions
- Topic: Allow Trains to select their own stop.
- Replies: 14
- Views: 5266
Re: Allow Trains to select their own stop.
TL;DR Trains can decide where to go. What ? It would be cool if trains could set their own stops by circuit. I feel like with the functionality within trains it wouldn't be too much of a jump. Like using the same and or logic you can say that if the train has iron ore in it or something that it goe...
- Thu Jun 29, 2017 8:09 pm
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 32347
Re: Make save game overwrites less dangerous
1. New games should clear the previous/default save game name variable, forcing the player to enter a new name for their new map or choosing another from the list. 2. Save game overwrite prompt might also come in handy. The game already prompts to save upon quitting, it should also prompt for overw...
- Wed Jun 28, 2017 3:55 am
- Forum: Ideas and Suggestions
- Topic: Add ability to place map markers in unrevealed territory
- Replies: 2
- Views: 938
Re: Add ability to place map markers in unrevealed territory
Map markers are tied to the revealed territory image so it's technically not possible with the current implementation. Yeah I suspected this to be the case =/ Thanks for putting a pin in that nicely. Didn't reply earlier since I didn't like the idea of bumping my own thread but I came to the conclu...
- Wed Jun 28, 2017 3:49 am
- Forum: Ideas and Suggestions
- Topic: Vehicle Transport Flatbed/Trailer car
- Replies: 3
- Views: 2424
Re: Vehicle Transport Flatbed/Trailer car
That's awesome, thanks - though I expect it could be implemented more swakily if done by the devs... sweet stylized design and ramps would be so very nice as well =)Supercheese wrote:Got you covered: viewtopic.php?f=93&t=31489
- Wed Jun 28, 2017 3:46 am
- Forum: General discussion
- Topic: So, I was going to play OpenTTD next but then...
- Replies: 24
- Views: 11826
Re: So, I was going to play OpenTTD next but then...
The original games (Transport Tycoon and Transport Tycoon Deluxe) only had regular block signals; TTDPatch added the pre-signals, and OpenTTD added the path signals. Ah good so I wasn't just imagining that =p Also just wanted to clarify - I freakin love the trains in Factorio and heavily use them i...
- Tue Jun 27, 2017 9:21 pm
- Forum: Ideas and Suggestions
- Topic: Versioning for blueprints
- Replies: 5
- Views: 2611
Re: Versioning for blueprints
I have quite a few complex blueprints that have gone through several revisions. Can we please get: version control for blueprint books ability to update a blueprint without wiping, recreating from scratch, and renaming I endorse this idea, has not felt right to delete my old blueprints as I update ...
- Tue Jun 27, 2017 9:04 pm
- Forum: General discussion
- Topic: So, I was going to play OpenTTD next but then...
- Replies: 24
- Views: 11826
Re: So, I was going to play OpenTTD next but then...
As most people are hitting on here, they're very different games and the way the games are designed reflects this. The most obvious point in TTD is that you are not a little dude running around, and detail at high level zooms is really not a factor. Though the second most salient point is that the t...
- Thu Jun 22, 2017 6:04 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
- Replies: 75
- Views: 46662
Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
Hm, seems people mostly use a method I never did.. what I described is much simpler as you dont need a decider or arithmetic combinator but that pulse one sounds better. For the people having trouble with a workaround, not sure how common this is, but I'm guessing most people are familiar with how t...
- Thu Jun 22, 2017 12:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
- Replies: 75
- Views: 46662
Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
Well I've seen a number of people talking about the change breaking their stuff but not really providing much useful detail so that the scope of impact can be established.... will be terse: Circuit condition [everything] = 0, read hand contents, hold signal Connect all inserters with wire on an unlo...
- Mon Jun 19, 2017 7:21 pm
- Forum: Ideas and Suggestions
- Topic: Vehicle Transport Flatbed/Trailer car
- Replies: 3
- Views: 2424
Vehicle Transport Flatbed/Trailer car
Suggestion: A train wagon variant that is made to hold a car or tank for the purposes of transport. Example to clarify idea: I picture something along the line of: drive up to transport flatbed in vehicle it automatically detects vehicle proximity and lowers/unfolds unidirectional loading ramps, ta...
- Fri Jun 16, 2017 2:20 am
- Forum: Ideas and Suggestions
- Topic: Global Warning/Alert for Locomotive traffic jam
- Replies: 1
- Views: 729
Global Warning/Alert for Locomotive traffic jam
Suggestion: Alert Similar to 'object destroyed' is sent, if a train has been attempting to reach its destination without progress for a certain amount of time (including reading chain signal if applicable) - or whatever option is best based on how it's coded. Reasoning: Biffing a portion of track or...
- Sat Jun 10, 2017 11:59 pm
- Forum: Ideas and Suggestions
- Topic: Add ability to place map markers in unrevealed territory
- Replies: 2
- Views: 938
Add ability to place map markers in unrevealed territory
Suggestion: Expand the new (and awesome) feature of being able to place markers on the map to allow for placing markers in the unrevealed sectors (black squares) Reasoning: I want to place markers in unrevealed territory where I'll place a solar radar outpost to scan the surrounding area, though I t...