Search found 63 matches

by JaJe
Wed Jun 26, 2019 1:38 pm
Forum: Ideas and Suggestions
Topic: Train depot
Replies: 19
Views: 2162

Train depot

Hello again, Yesterday while playing Factorio I got into a situation where I needed to create a train depot and I noticed that in the current situation is not possible to do so without wiring EVERYTHING between long distance stations which is not pretty nice. Situation: We have 2 trains; * Train 1: ...
by JaJe
Wed Jun 26, 2019 1:04 pm
Forum: Ideas and Suggestions
Topic: Remove health bar status for rocks
Replies: 11
Views: 1009

Remove health bar status for rocks

CODE: SELECT ALL TL;DR Remove health bar status for rocks What ? It might be quite useless this request but I feel that it needs to be tweaked because everytime I hit a rock or throw a grenade nearby I'll have a permanent rock health bar like on this screenshot: https://i.imgur.com/p4SUcT2.jpg My su...
by JaJe
Sat Jun 22, 2019 1:09 pm
Forum: Ideas and Suggestions
Topic: Unpowered Electric network with different color
Replies: 4
Views: 402

Unpowered Electric network with different color

TL;DR Unpowered electric network to have a different color rather than having the same color all network What ? If I cut off the power as the image below, the electric network is shown blue, it would be more useful if the color of the unpowered network would be different to spot easy your network p...
by JaJe
Sat Apr 27, 2019 1:43 pm
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 54
Views: 11640

Re: Geothermal - A clean, but powerful power source all day long

Hi Reika Congratulation for this wonderful mod! However I noticed that the geothermal water exchanger needs 2,4 seconds to consume 8 geothermally heated water, 20 water and to produce 180 steam. In fact it takes much less than 2.4 seconds, more like 0.5 seconds? I am not sure if is intended or bug. ...
by JaJe
Mon Apr 08, 2019 11:55 am
Forum: Ideas and Suggestions
Topic: Better Radar with circuits and modules
Replies: 4
Views: 336

Better Radar with circuits and modules

Radars seems to be so simple right now. Allowing us to add modules and using circuits for specific signals would be much better. For modules we can use these: - Speed module: Faster scanning area - Production module: Better Radar signal and higher power comsumption - Efficiency module: less power co...
by JaJe
Mon Apr 08, 2019 11:42 am
Forum: Ideas and Suggestions
Topic: Please Bring Back Chests and Power Poles as Sources of Fuel
Replies: 44
Views: 4637

Re: Please Bring Back Chests and Power Poles as Sources of Fuel

You're not a real capitalist if you recycle rather than exploiting even more. (Joke) However I feel like not only power poles or any woods material gets obsoletes fast. But even Burner miner and stone furnaces could have a better usage like. For building an electric furnace you need also a stone fur...
by JaJe
Sun Apr 07, 2019 9:03 pm
Forum: Outdated/Not implemented
Topic: Prevent restarting the game on updated disabled mod
Replies: 9
Views: 1260

Prevent restarting the game on updated disabled mod

Everytime I start Factorio I go to the mods tab to check if any of my mods have an update. I don't play everytime with all my mods active but with some active and some disabled. However when I already have some mods disabled but there are available some update for it why the game restart itself afte...
by JaJe
Fri Mar 29, 2019 3:47 pm
Forum: News
Topic: Friday Facts #288 - New remnants, More bugs
Replies: 60
Views: 14388

Re: Friday Facts #288 - New remnants, More bugs

Very interesting FFF about remnants. However you need to do something about it while not having unlocked bots yet. I once had an attack by bitters which destroyed lots of my stuff and at the end I couldn't see the damage because of the bitters bodies and of course WHAT building they destroyed since ...
by JaJe
Fri Mar 29, 2019 10:56 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 216270

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Hi bob,
I start using your mods today with creative mod to test your features. I found out that any Oil burning generators do pollute but not producing any smoke from the pipe.
by JaJe
Wed Mar 27, 2019 3:43 pm
Forum: Ideas and Suggestions
Topic: New bots type, mining
Replies: 4
Views: 257

Re: New bots type, mining

I know that but I wanted a roboport that gives an automatically task to remove stuff from certain range without manually select it and ofc to place everything to a specific storage.
by JaJe
Wed Mar 27, 2019 3:37 pm
Forum: Ideas and Suggestions
Topic: New bots type, mining
Replies: 4
Views: 257

New bots type, mining

In a game full of rocks and trees everywhere it would be nice if we can have a mining bot that automatically deconstruct rocks, trees and place it to a storage. Also making trees more useful in this game like converting wood in some kind of biofuel in a seed of rare oil and re-growing trees greenhou...
by JaJe
Wed Mar 13, 2019 3:05 pm
Forum: Ideas and Suggestions
Topic: Alternative material cost upgraded building to help recycling
Replies: 0
Views: 173

Alternative material cost upgraded building to help recycling

Hello. While starting the game you only have a 'stone furnace', a 'burner mining drill', a 'burner inserter' as main buildings that you need to start your factory and once you get your first upgrade to 'steel furnace', 'electic mining drill' or 'electric inserter' all these burner buildings gets obs...
by JaJe
Thu Mar 07, 2019 9:32 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 29197

Re: [MOD 0.16, 0.17] Realistic Electric Trains

I understand, I tried to run on circle for a few minutes till the train started having power issues. I was thinking at least why not nerf a bit the buffer? allow trains functioning for 5-10 seconds at maximum and then you're forced to connect to the grid
by JaJe
Thu Mar 07, 2019 8:56 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 29197

Re: [MOD 0.16, 0.17] Realistic Electric Trains

In this case there's no reason to ever connect overhead line poles to any power input to prevent wasting energy on trains...If I have 10 locomotives then 1.2MW trains x 10 = 12MW energy free trains.
by JaJe
Thu Mar 07, 2019 8:46 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 29197

Re: [MOD 0.16, 0.17] Realistic Electric Trains

I meant that all poles from the curve is cut off but still powering the train. I did another simple test....a circle rails with poles...surprise, the train is working without any power input. (Check train speed as proof)
by JaJe
Thu Mar 07, 2019 8:26 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 29197

Re: [MOD 0.16] Realistic Electric Trains

Hi I just played with this mod today since you updated it to 0.17. I found out this issue as screenshot below: Basically there are portion of poles that aren't connected by wire but train is still getting powered (not sure if is intended). Also if I click on the overhead line pole and I switch on/of...
by JaJe
Tue Mar 05, 2019 12:57 pm
Forum: Ideas and Suggestions
Topic: propulsion power of bidirectional trains
Replies: 62
Views: 10822

Backward locomotives

Hello, Right now if you place 2 locomotives on both sides, only a locomotive push the force while the other is just an extra weight to carry. I'd like to see the other locomotive pushing backward to increase the acceleration. Of course the best would have been if a single locomotive can travel backw...
by JaJe
Sun Mar 03, 2019 1:51 pm
Forum: Ideas and Suggestions
Topic: [0.17.4] Belt immunity for vehicles
Replies: 2
Views: 360

Re: [0.17.4] Belt immunity for vehicles

+1 from me.
by JaJe
Sun Mar 03, 2019 12:54 pm
Forum: Ideas and Suggestions
Topic: Save custom world presets / Custom map generator presets / Save/load map-exchange-string
Replies: 78
Views: 11480

Map generator select start area and preset

Hello!

I would like to have an option to save my setting values into a custom preset to have on the list with add/remove custom presets.

Also I would like to have an option to manually select spawn location once you generated the map preview.
by JaJe
Wed Feb 27, 2019 10:15 pm
Forum: Not a bug
Topic: [0.17.2]Destroyed building doesn't have the 'purple bar' anymore
Replies: 4
Views: 549

Re: [0.17.2]Destroyed building doesn't have the 'purple bar' anymore

To be honest I never paid attention of that on 0.16.51 BEFORE having the bots tech researched and I thought that how should be available from start. Still is hard to identify the damage early game and needs that info available even if you don't have bots researched imo.

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