Generally this is not a bug and is working as intended.
And your post is just a feature request
Search found 1067 matches
- Fri Mar 22, 2019 7:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.17] Reconnecting Solar Power resets Power Statistics
- Replies: 6
- Views: 4321
- Fri Mar 22, 2019 11:49 am
- Forum: Pending
- Topic: [kovarex] [0.17.16] Some blueprinted trains have rotated hit boxes
- Replies: 2
- Views: 710
Re: [0.17.16] Some blueprinted trains have rotated hit boxes
Seems related to 68213
- Fri Mar 22, 2019 11:30 am
- Forum: Not a bug
- Topic: [0.17.17] Trains do not select available path when multiple stations are in this path
- Replies: 4
- Views: 1082
Re: [0.17.17] Trains do not select available path when multiple stations are in this path
This issue is similar to another one 68225 So every station adds 2000 tiles penalty to length of the path going through it. In your case two stations on the inner path are 2000 tiles longer than outer path no matter if stations is disabled or not. If there is an equal amount of stations the train wo...
- Fri Mar 22, 2019 10:58 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.16] Doubleheaded Train does not choose shortest track
- Replies: 8
- Views: 3959
Re: [0.17.16]Doubleheaded Train does not choose shortest track
But if there is 1 station on the tracks it might already determine which direction the rail goes, same as signals. Stations do not effect rail direction. You can have any amount of differently oriented stations between destinations. The only issue is that every station adds 2000 tiles penalty to a ...
- Fri Mar 22, 2019 8:48 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.16] Doubleheaded Train does not choose shortest track
- Replies: 8
- Views: 3959
Re: [0.17.16]Doubleheaded Train does not choose shortest track
The issue here is obviously about station direction. Every station has its direction on track so the train will not "reverse" to it no matter if it has backwards facing locomotive or not. So I suppose the "temporary station" which is added to the train schedule also does have the...
- Thu Mar 21, 2019 9:18 pm
- Forum: Releases
- Topic: Version 0.17.17
- Replies: 31
- Views: 18927
Re: Version 0.17.17
Changes Fixed that reverse locomotive power was the same as forward. Fun fact - IRL, this is actually true! This applies to both electric and steam driven engines. Yep I think that one could have been left.. unfixed :D Oh yeah truly could! So many times it was suggested, they stealth implement it a...
- Thu Mar 21, 2019 12:52 pm
- Forum: Ideas and Suggestions
- Topic: Toggle option for train to reserve a train stop
- Replies: 7
- Views: 3939
Re: Toggle option for train to reserve a train stop
Currently it is not implemented.
Devs will not add almost any new features to the game right now as they are focused more on polishing and implementing existing roadmap.
Regarding this I had a proposal long ago that would actually cover the issue:
Train pathfinding on stations with same name
Devs will not add almost any new features to the game right now as they are focused more on polishing and implementing existing roadmap.
Regarding this I had a proposal long ago that would actually cover the issue:
Train pathfinding on stations with same name
- Sun Mar 17, 2019 10:11 pm
- Forum: Ideas and Suggestions
- Topic: Local power connector module for modular armor
- Replies: 95
- Views: 36033
- Sat Mar 16, 2019 9:15 am
- Forum: News
- Topic: Friday Facts #286 - Pollution cleanup
- Replies: 72
- Views: 32658
Re: Friday Facts #286 - Pollution cleanup
Estimating Ammo consumption would be: - Your electric miners generate 10 pollution per second. Let's say you have 100 miners on a patch of iron. That generates 1000 pollution per second. - Therefore, you'll generate 50 medium biters per second, or 12 big biters per second. - A piercing round does 8...
- Sat Mar 16, 2019 8:56 am
- Forum: Ideas and Suggestions
- Topic: Connection of circuit network over distances.
- Replies: 22
- Views: 10453
- Sat Mar 16, 2019 8:45 am
- Forum: Ideas and Suggestions
- Topic: Local power connector module for modular armor
- Replies: 95
- Views: 36033
Re: Local power connector module for modular armor
Yeah this is very much needed feature. While there is a mod for it... Still There is a low usefullness in personal batteries. And personal solar panels are total crap which does not let you do much ar all especially bot building which drains your energy in no time ***even if you are still at your ba...
- Sat Mar 16, 2019 8:40 am
- Forum: Ideas and Suggestions
- Topic: Iron/Steel/Wood Walls?
- Replies: 23
- Views: 9240
- Sun Mar 03, 2019 1:21 pm
- Forum: Technical Help
- Topic: stop restricting download of factorio
- Replies: 17
- Views: 5551
Re: stop restrikting download of factorio
Download accelerators are a bad thing overall. You are trying to prioritize yourself over other users as currently everyone is balanced. Not everyone can provide multiple 10 Gbit/s channels for hosting files. This is not P2P torrent stuff its only TCP/IP connections which have a naturally limited ra...
- Sat Mar 02, 2019 4:21 pm
- Forum: Ideas and Suggestions
- Topic: Better mechanism for hand building over ghosts before robots
- Replies: 52
- Views: 11830
Re: Idling player should delete/place ghosts in reach
Long ago (when a pickaxe was still a thing) I have made a similar suggestion
Early game blueprint placement - PACK
I really hope devs will implement some kind of a early game blueprint usage
Early game blueprint placement - PACK
I really hope devs will implement some kind of a early game blueprint usage
- Fri Mar 01, 2019 10:04 pm
- Forum: Ideas and Suggestions
- Topic: Hotbar Quickcrafting
- Replies: 42
- Views: 11981
Re: Hotbar Quickcrafting
+1
Modifier + key
Modifier + key
- Fri Mar 01, 2019 6:56 am
- Forum: Outdated/Not implemented
- Topic: Short Handed Inserter
- Replies: 11
- Views: 3786
Re: Short Handed Inserter
There is a mod for this (c)
https://mods.factorio.com/mod/bobinserters
https://mods.factorio.com/mod/bobinserters
- Tue Feb 26, 2019 10:47 pm
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 244585
Re: Version 0.17.0
Absolutely kudos!
- Sat Feb 02, 2019 4:25 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 86674
Re: Friday Facts #280 - Visual Feedback is the king
Man I literally pissed myself reading this FFF. So awesome guys! And regarding toggles - adding personal logistics switch and belt immunity switch would be absolutely awesome additions! Also when we were discussing toolbars long ago I did suggest things like "player skills" and such toggle...
- Fri Jan 25, 2019 10:10 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 74274
Re: Friday Facts #279 - Train GUI & Modern Spitter
No station skipping conditions? I am truly disappointed...
Was a perfect opportunity but you just missed it...
Was a perfect opportunity but you just missed it...
- Fri Jan 18, 2019 1:24 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 64633
Re: Friday Facts #278 - The new quickbar
I am definitely waiting for this release like never before!