Search found 512 matches
- Sun Sep 15, 2019 2:43 pm
- Forum: Ideas and Suggestions
- Topic: Better train management.
- Replies: 5
- Views: 1409
Re: Better train management.
Yep many thanks to Xterminator and KatherineOfSky for all the ideas they have shared. I am very thankful for the entire community reaching out to share ideas and paying it forward when they see someone else looking for better ways of playing this wonderful game we all love!
- Sat Sep 14, 2019 2:12 pm
- Forum: Ideas and Suggestions
- Topic: Better train management.
- Replies: 5
- Views: 1409
- Fri Sep 13, 2019 1:45 pm
- Forum: Ideas and Suggestions
- Topic: Better train management.
- Replies: 5
- Views: 1409
Re: Better train management.
Here is what I am using to quickly summon trains containing construction materials: 1. Each construction train has its own home base where it loads up with materials, called for instance Acme Home. The criteria for leaving this home station includes inactivity (so I can see if it is finished reloadi...
- Thu Sep 12, 2019 2:03 pm
- Forum: Ideas and Suggestions
- Topic: Train Visualization - Make last train wagon in line distinguishable
- Replies: 10
- Views: 2561
Re: Train Visualization - Make last train wagon in line distinguishable
I would like to see both a number and the visually distinct display for the last car. Both are useful.
- Thu Sep 12, 2019 2:00 pm
- Forum: Ideas and Suggestions
- Topic: Train Visualization - Visualize Train on all track segments in screenspace
- Replies: 8
- Views: 2025
- Sun Sep 08, 2019 10:17 pm
- Forum: Combinator Creations
- Topic: Auto-start nuclear fuel loading
- Replies: 18
- Views: 9296
Auto-start nuclear fuel loading
Objectives: Automatically start loading fuel on new construction, or when fuel is restored after a fuel outage. Only load one fuel cell at a time. Only load fuel when needed, that is when steam is low. Last week I accidentally ran out of nuclear fuel cells (its a long story). It was such a pain goin...
- Sat Aug 24, 2019 2:50 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Support for Color Blinds / Better Visibility ...
- Replies: 16
- Views: 13445
- Fri Aug 23, 2019 3:39 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 113268
Re: Friday Facts #309 - Controversial opinions
Another awesome FFF! I love that you are throwing out ideas to generate discussion. Inserters: I would like to see more progression in inserters (and belts and assembly machines...), such that the earliest versions are less predictable. So yes your burner inserters sometimes turn the wrong way and f...
- Tue Aug 20, 2019 3:21 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 572
- Views: 297402
Re: Thank you (Make the dev-team happy today!)
Thank you all again for making this amazing game. Special shout out today to Bilka and everyone who contributes to the wiki, my essential go-to resource for planning my factory.
- Tue Aug 06, 2019 3:28 pm
- Forum: Ideas and Suggestions
- Topic: Option: disable auto-connect for a power pole
- Replies: 2
- Views: 1633
Option: disable auto-connect for a power pole
TL;DR Add the option to mark a given power pole to only allow manual power connections. What ? Provide an option to disable automatic connections to other power poles. The option would be enabled by default, producing the current behavior so when a new pole is placed, it would be able to connect to...
- Tue Aug 06, 2019 1:54 pm
- Forum: Combinator Creations
- Topic: Bulldog: Automatic Power Manager for factory lines
- Replies: 7
- Views: 5385
Re: What Line supposed to go in the Constant Contaminator ?
How to ... During Night Time Prioritize Accumulators Activate Steam engines ONLY when Solar Power IS OFF Does Accumulator OUTput information kW value or % value? 1. According to the wiki , power comes first from solar, then steam and finally accumulators. I don't think there is any way to change th...
- Tue Aug 06, 2019 1:29 pm
- Forum: Combinator Creations
- Topic: Bulldog: Automatic Power Manager for factory lines
- Replies: 7
- Views: 5385
Re: Bulldog: Automatic Power Manager for factory lines
Yes you can fix the problem by removing wires, it would just be nice to have the option to mark a pole as 'do not automatically connect here, manual connections only.' Or I can learn to leave enough room
- Sat Aug 03, 2019 8:34 pm
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 61614
Re: Friday Facts #306 - Experimental Demo
I haven't played any of the scenarios before, so thank you for the push to go try out the Introduction Scenario! I agree with the feedback from others who have posted here, just a couple of observations. First observation: To start, I chose Play, Scenario. Hmm, there is no Introduction in the list o...
- Mon Jul 29, 2019 4:01 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 286062
Re: Friday Facts #305 - The Oil Changes
Honestly, thinking on it more, cause I go for bots not so much for logistics or construction, but deconstruction and having an early game bulldozer bot or something that's only good for tearing up trees/rocks/buildings and dropping them off in chests would alleviate a lot of my concerns on both the...
- Fri Jul 26, 2019 3:00 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 211688
Re: Friday Facts #304 - Small bugs; Big changes
Let's just make sure I am not promoting something I did not want to: my idea was that we make sulfur from heavy oil, or we make lubricants from heavy oil, not sulfur and lubricants at the same time Indeed I thought your post was quite clear, and I take complete blame responsibility for the idea of ...
- Thu Jul 25, 2019 2:52 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 211688
Re: Friday Facts #304 - Small bugs; Big changes
The use of heavy oil in real life, after removing a mountain of sulfur from it, is for lubricants Ooooh that would be really cool: pipe heavy oil into chemical plant, out comes "a mountain" of sulfur and a pipe of lubricant. I haven't tried the mod so I don't know if it includes this or s...
- Sat Jul 20, 2019 2:19 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 211688
Re: Friday Facts #304 - Small bugs; Big changes
I really really love the changes to the laser lighting, reserving the refinery water input for water regardless of the recipe, optional rail obstacle avoidance. You guys are awesome! I am not sure about the change to the basic oil production recipe. I agree with the others who point out that making ...
- Fri Jun 28, 2019 5:52 pm
- Forum: News
- Topic: Friday Facts #301 - Crash site: First state
- Replies: 52
- Views: 26686
- Wed Jun 26, 2019 3:20 pm
- Forum: Ideas and Suggestions
- Topic: Remove health bar status for rocks
- Replies: 11
- Views: 2836
Re: Remove health bar status for rocks
As usual for me, I am on both sides of the fence for this one. When I start a new game, and I am clearing territory using my poor little car, I want to see the health bars for rocks. Later on I don't care, and I agree that the health bars for areas of damaged trees are a distraction (I am not going ...
- Mon Jun 24, 2019 3:07 pm
- Forum: Releases
- Topic: Version 0.17.51
- Replies: 5
- Views: 7506
Re: Version 0.17.51
Ingame updater failed: Downloading https://updater.factorio.com/updater/get-download?package=core-linux64&from=0.17.50&to=0.17.51&isTarget=true&username=DaveMcW&token=<private>&apiVersion=2 Info HttpSharedState.cpp:146: Status code: 404 This is still happening for me...