Search found 1035 matches

by Tekky
Thu Jun 27, 2019 6:20 pm
Forum: Ideas and Suggestions
Topic: Train repeating signal
Replies: 13
Views: 3131

Re: Train repeating signal

So the problem is "When I manually drive trains, I might not realize that there's a train parked in front of me with enough time to stop." you want a solution that provides more time to stop. I can sympathize with this... but to be real blunt manually driving trains is dangerous, no matte...
by Tekky
Sun Jun 23, 2019 11:57 am
Forum: Ideas and Suggestions
Topic: Read individual vehicles content
Replies: 1
Views: 906

Re: Read individual vehicles content

The second half of your suggestion has already been suggested in the following thread:

viewtopic.php?f=6&t=51387 Rail car/locomotive scanners
by Tekky
Thu Jun 20, 2019 8:37 pm
Forum: Ideas and Suggestions
Topic: Underground crossroad
Replies: 3
Views: 1163

Re: Underground crossroad

Related thread:

viewtopic.php?f=6&t=4721 Underground layer for pipes and belts
by Tekky
Sun Jun 16, 2019 10:24 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 68
Views: 22979

Re: Low fuel condition for trains

What you are basically asking for are conditional train orders. This has already been discussed in numerous threads, for example this one: https://forums.factorio.com/viewtopic.php?f=6&t=64362 Dynamic train schedule EDIT: Meanwhile, the threads have been merged. Therefore, my link above now poin...
by Tekky
Fri Jun 14, 2019 2:46 am
Forum: Ideas and Suggestions
Topic: Full Fuell Wait Condition for Trains
Replies: 18
Views: 4551

Re: Full Fuell Wait Condition for Trains

In the following thread, it has been suggested that it should be possible for a train station to read the contents of a locomotive: https://forums.factorio.com/viewtopic.php?f=6&t=70294 Train station can also read locomotive contents when 'Read train contents' is turned on In that thread, I also...
by Tekky
Tue Jun 11, 2019 12:28 pm
Forum: Ideas and Suggestions
Topic: Add extra reservation factor to locomotives
Replies: 9
Views: 2107

Re: Add extra reservation factor to locomotives

That requires way to many circuits and crossing wires to be practicable. You only have red and green wires so you would end up with 5-20 power poles parallel to your track to hang all the wires. Would result in a total mess. A solution to this problem would be wireless circuit network connections, ...
by Tekky
Mon Jun 10, 2019 5:47 pm
Forum: Ideas and Suggestions
Topic: Add extra reservation factor to locomotives
Replies: 9
Views: 2107

Re: Add extra reservation factor to locomotives

I agree that priority handling of trains should be improved. However, I believe it would be more important to be able to handle train priority using the circuit network. It is already possible for the circuit network to give priority to a train by forcing a signal to red. However, currently, the cir...
by Tekky
Wed May 29, 2019 7:45 am
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 27477

Re: Friday Facts #296 - All kinds of bugs

smileynator wrote:
Wed May 29, 2019 7:35 am
Where can we hire you? I need more colleagues that work on my mental level. you are clearly in the right mindset.
You cannot hire them, they hire you! (if you are good)
by Tekky
Tue May 28, 2019 6:32 pm
Forum: Ideas and Suggestions
Topic: Display the max distance that an underground belts and pipes can go before placement
Replies: 6
Views: 2382

Re: Display the max distance that an underground belts and pipes can go before placement

Aderon wrote:
Tue May 28, 2019 1:44 pm
Doesn't holding shift cause a ghost to be placed?
Ah, yes, I believe you are right. How about the CTRL modifier key? Or is that also reserved for something else?
by Tekky
Mon May 27, 2019 11:44 pm
Forum: Ideas and Suggestions
Topic: Display the max distance that an underground belts and pipes can go before placement
Replies: 6
Views: 2382

Re: Display the max distance that an underground belts and pipes can go before placement

I am not sure if I would want this, because, if I am not interested in the maximum length, then I would probably find it distracting.

Maybe it would be best if it would only display the length when holding the SHIFT button?
by Tekky
Mon May 27, 2019 10:24 pm
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 27477

Re: Friday Facts #296 - All kinds of bugs

Thank you very much for this FFF. I found it really interesting to read about Rseding's experiences in bug fixing.
by Tekky
Sat May 25, 2019 11:13 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3871
Views: 1209012

Re: Bugs & FAQ

Ferrous and cupric powder sorting give 6 ores out for every 4 powder put in, letting you get 50% more ore from the powder. Notably, higher tiers of ferrous/cupric ore processing do not offer this same benefit, leading me to suspect that it's a bug. Is it? I believe you are correct. That is why I ha...
by Tekky
Thu May 23, 2019 8:25 pm
Forum: Ideas and Suggestions
Topic: Icon sign posts in Vanilla
Replies: 9
Views: 3149

Re: Icon sign posts in Vanilla

Related thread:

viewtopic.php?f=6&t=58685 Signs
by Tekky
Sat May 18, 2019 9:29 am
Forum: Ideas and Suggestions
Topic: Improved Access to Train ID
Replies: 7
Views: 2545

Re: Improved Access to Train ID

The problem is IDs are designed to refer to a specific car composition, so you can't just keep it the same. If you merge 2 trains, for example, currently it deletes the old IDs and assigns a completely new one. If you have persistent user-defined ones, how is the system supposed to decide which one...
by Tekky
Fri May 17, 2019 6:38 pm
Forum: Ideas and Suggestions
Topic: Improved Access to Train ID
Replies: 7
Views: 2545

Re: Improved Access to Train ID

I don't think user-defined IDs would work very well since they get changed every time cars are attached or detached. If the constant combinator which defines the ID is attached to a locomotive (as suggested in one of the linked threads), then changing the composition of the train will not necessari...
by Tekky
Fri May 17, 2019 12:25 pm
Forum: Ideas and Suggestions
Topic: The switch to the train.
Replies: 5
Views: 1328

Re: The switch to the train.

I think that what you propose is not flexible enough. In my opinion, the following thread offers a more flexible solution to your problem: https://forums.factorio.com/viewtopic.php?f=6&t=64362 Dynamic train schedule Also, this suggestion is interesting: https://forums.factorio.com/viewtopic.php?...
by Tekky
Fri May 17, 2019 12:03 pm
Forum: Ideas and Suggestions
Topic: Improved Access to Train ID
Replies: 7
Views: 2545

Re: Improved Access to Train ID

I agree that the current Train IDs are a pain to work with. However, instead of improving the search interface for searching for a specific Train ID, I think it would be more important if the player were able to define his own Train IDs, so that the Train IDs are organized in some way. That would ma...
by Tekky
Sat May 11, 2019 9:10 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3871
Views: 1209012

Re: Bugs & FAQ

I believe I have found two bugs in Angel's Mods: First bug: The research "Basic Chemistry 3" unlocks 3 new recipes. The first one seems ok, but the second and third one seem to have buggy names: Unknown key: "recipe-name.dirt-water-separation-2" Unknown key: "recipe-name.wat...
by Tekky
Sat May 04, 2019 11:51 pm
Forum: Ideas and Suggestions
Topic: Power meter device
Replies: 8
Views: 1765

Re: Power meter device

zOldBulldog wrote:
Sat May 04, 2019 4:46 pm
If it can't be done as "flowing through", the concept is still valid. Attach a meter to a network and get signals with global values for the network.
Yes, reading global values from the power network as a whole could be implemented quite easily.
by Tekky
Sat May 04, 2019 6:42 pm
Forum: Ideas and Suggestions
Topic: Sense/detect/count biters/enemies for circuits somehow
Replies: 10
Views: 3448

Re: Sense/detect/count biters/enemies for circuits somehow

OP's suggestion has already been suggested in the following threads: https://forums.factorio.com/viewtopic.php?f=6&t=61350 Alien Detector https://forums.factorio.com/viewtopic.php?f=6&t=60736 Entity Sensors i.e. detecting bugs before an attack https://forums.factorio.com/viewtopic.php?f=6&am...

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