Search found 104 matches
- Sat Jun 06, 2015 4:04 pm
- Forum: Ideas and Suggestions
- Topic: Diesel. Liquid fuel instead of solid fuel
- Replies: 50
- Views: 15186
Diesel. Liquid fuel instead of solid fuel
Combustion engines run on diesel (with a little simplification). Only in factorio, there is this strange solid fuel. I'd like to see solid fuel be removed from the game. The refinery should produce diesel instead of light oil, the color fits already. Diesel is the most powerful (as in more horsepowe...
- Sat Jun 06, 2015 2:26 pm
- Forum: Implemented Suggestions
- Topic: Terrain elevation, hills and mountains with fake cliffs
- Replies: 67
- Views: 67182
Terrain elevation, hills and mountains with fake cliffs
Old topic with comment from developer: https://forums.factorio.com/forum/viewtopic.php?f=6&t=3719 Recent topic, which died pretty fast: https://forums.factorio.com/forum/viewtopic.php?f=6&t=7802 In a nutshell: The tarrain is flat and that is boring. There should be some kind of terrain eleva...
- Sat Jun 06, 2015 12:15 pm
- Forum: Ideas and Suggestions
- Topic: Wood and coal fuel should yield less power and top speed
- Replies: 6
- Views: 3669
Wood and coal fuel should yield less power and top speed
Fuel now only differs in the amount of energy contained (correct me if I'm wrong). It should also differ in energy conversion speed. Wood and coal burn, but diesel explodes (when compressed in an engine). It is very strange, that there is virtually no difference in performence for wood, coal and sol...
- Sat Jun 06, 2015 11:15 am
- Forum: Outdated/Not implemented
- Topic: How is this board working?
- Replies: 10
- Views: 21813
Re: How is this board working?
I don't like the word "epic" for that. I understand what you are trying to do as "concept". Let's use that word. It's a little longer, but more to the point, I think. Also this tag should be placed inside [brackets], since they are visually more easily distinguishable in the topi...
- Mon Jun 01, 2015 12:46 pm
- Forum: Ideas and Suggestions
- Topic: New rail geometry
- Replies: 10
- Views: 7203
Re: New rail geometry
I'm glad this is received well. I'm especially happy to have impressed you ssilk :). the common lore is that 1 factorio tile = 1 square meter Didn't know that, good to know. I simply took the track gauge and train width as reference lengths. In some of the older topics there was the issue raised, th...
- Sat May 30, 2015 4:49 pm
- Forum: Ideas and Suggestions
- Topic: Simple fix for the ugly rail circles
- Replies: 12
- Views: 10078
Re: Simple fix for the ugly rail circles
I'm not sure, if I like the move to ideas and suggestions, since I really think of this as a bug, that needs to be fixed. And easily so.
I now finished the promised new rail geometry: https://forums.factorio.com/forum/vie ... =6&t=12603
I now finished the promised new rail geometry: https://forums.factorio.com/forum/vie ... =6&t=12603
- Sat May 30, 2015 4:46 pm
- Forum: Ideas and Suggestions
- Topic: New rail geometry
- Replies: 10
- Views: 7203
New rail geometry
The current rail geometry isn't all that bad, but there are some (considerable) annoyances: - One diagonal straight track segment required between two curve segments bending in the same direction. Β See simple fix for the ugly rail circles (viewtopic.php?f=6&t=10340) . - No narrow s-bends, but n...
- Wed May 27, 2015 9:29 am
- Forum: Ideas and Suggestions
- Topic: Craft: materials
- Replies: 3
- Views: 1773
Re: Craft: materials
[Edit] One big incoherent ramble. and like sslik said, done differently from the original posters idea. One argument I can think of in favour of this: It adds varation and therfore replayability to the game. Currently you depend on the availability of all ressources, since there is just no way to ma...
- Fri May 08, 2015 6:43 pm
- Forum: Ideas and Suggestions
- Topic: Simple fix for the ugly rail circles
- Replies: 12
- Views: 10078
Re: Simple fix for the ugly rail circles
Every circle segment fills one half of that corner piece (split diagonally). They already do so now.
Other than that, precisely what I had in mind.
Other than that, precisely what I had in mind.
- Fri May 08, 2015 1:59 pm
- Forum: Ideas and Suggestions
- Topic: Simple fix for the ugly rail circles
- Replies: 12
- Views: 10078
Re: Simple fix for flawed rail geometry
Sure, you could do that, and it would be fine for one curve. But if you want to build two or three in succession, you might prefer a solution that comes together as a good looking circle without too big eye-catching straight segments. That is why you search for a radius, where the 45Β° angle matches ...
- Fri May 08, 2015 9:54 am
- Forum: Ideas and Suggestions
- Topic: Simple fix for the ugly rail circles
- Replies: 12
- Views: 10078
Re: Simple fix for flawed rail geometry
[...]kept the straight rails aligned to the 2x2 grid[...] The fix actually does keep the straights aligned to the 2x2 grid, just in a different fashion. Your proposal is flawed too, though not as badly. Aligning a circle to a square grid always is imperfect. That's in the nature of things - also kn...
- Fri May 08, 2015 7:42 am
- Forum: Ideas and Suggestions
- Topic: Simple fix for the ugly rail circles
- Replies: 12
- Views: 10078
Simple fix for the ugly rail circles
I find this so interesting, that I link it to the suggestions board, even knowing, that this is not really a suggestion. -- ssilk Soo, this is not a proper circle. Why do there need to be straight segments in the diagonals? No one expects this, this shouldn't be neccessary. You probably have no des...
- Thu May 07, 2015 11:23 am
- Forum: Ideas and Suggestions
- Topic: Roads/streets as steering guide. Cars will try to stay on it
- Replies: 10
- Views: 5323
Re: Roads/streets as steering guid. Cars will try to stay on it.
So here is a simple way to "smooth out" street tile edges for diagonals: path5040.png Every tile is only either street or not, and decides by neighbour lookup, what kind of sprite to display. The sprites for diagonal edges overlap their borders a bit. Maybe there even is no real need for a...
- Wed May 06, 2015 4:48 pm
- Forum: Implemented Suggestions
- Topic: Connect train stops to circuit networks
- Replies: 21
- Views: 38428
Re: Connect train stops to circuit networks
Now I'm excited ... and a little confused Also, the connected circuit network can send a signal that will send the train to a specific station. We will be able to send messages accross the circuit network? How would that integrate with it's current functionality? You are right about the timer beeing...
- Wed May 06, 2015 3:17 pm
- Forum: Ideas and Suggestions
- Topic: Roads/streets as steering guide. Cars will try to stay on it
- Replies: 10
- Views: 5323
Roads/streets as steering guide. Cars will try to stay on it
In my base, I refrain from using the car. Because I embarrassingly always crash into stuff. :oops: Think of streets as soft rails. You can leave them, but normally you stay on them. If you are on a street and don't heavily steer to either side, you will stay on it. It should feel like the car has a ...
- Wed May 06, 2015 1:30 pm
- Forum: Implemented Suggestions
- Topic: Changing rail recipe
- Replies: 15
- Views: 8629
Re: Changing rail recipe
I always wondered, that the sleepers are obviously wood, but no wood is needed in the recipe. Instead there is iron rods. Curved track should be built by click-hold-drag/move, as I explained here: https://forums.factorio.com/forum/viewtopic.php?f=6&t=9606&p=79606#p79606 Basically you build a...
- Wed May 06, 2015 12:30 pm
- Forum: Implemented Suggestions
- Topic: Connect train stops to circuit networks
- Replies: 21
- Views: 38428
Connect train stops to circuit networks
Many players have suggested more control over the train loading. https://forums.factorio.com/forum/viewtopic.php?f=6&t=9112 https://forums.factorio.com/forum/viewtopic.php?f=6&t=7658 https://forums.factorio.com/forum/viewtopic.php?f=6&t=4738 My solution would be to actually not let the t...
- Wed May 06, 2015 11:46 am
- Forum: Ideas and Suggestions
- Topic: Conveyor Belt Auto-Direction
- Replies: 10
- Views: 8288
Re: Conveyor Belt Auto-Direction
I'm aware that most stuff in the bigger context is many times suggested elsewhere. It was more to ilustrate, that this behaviour would be consistent with other desired features. You have a point with the drills. Also the problem to decide when to place the next drill so not to miss a tile gets surpr...
- Wed May 06, 2015 11:19 am
- Forum: Ideas and Suggestions
- Topic: Planes!
- Replies: 7
- Views: 4178
Re: Planes!
A gyrocopter will also need an airstrip. The top rotor is not powered, only the one in the back. It is not an helicopter. A plane or gyrocopter could be steered just like the car. On the ground you shouldn't drive too fast. Because if you do, you loose manuverability and start take off, unless you s...
- Wed May 06, 2015 10:33 am
- Forum: Ideas and Suggestions
- Topic: Conveyor Belt Auto-Direction
- Replies: 10
- Views: 8288
Re: Conveyor Belt Auto-Direction
Are there really so many situations where you want to click-hold-drag/move and expect belts to be parallel? Well I guess when building parallel belts maybe, but in this case i would do it lane by lane. I really like the idea and don't think it will get in the way of complex setups, since the initial...