Search found 50 matches
- Tue Sep 24, 2019 8:04 pm
- Forum: Ideas and Suggestions
- Topic: Midi in-/output for Factorio
- Replies: 6
- Views: 3231
Re: Midi in-/output for Factorio
So until here this seems to be easy, but - and maybe I need to be corrected here, cause my knowledge is now nearly 2 years old - there is no way to input something into Factorio that way. There is no function to read files, to read a network stream to read anything from outside of Factorio-context....
- Tue Sep 24, 2019 7:49 pm
- Forum: Ideas and Suggestions
- Topic: Change amount of pollution due burned fuel
- Replies: 2
- Views: 1317
- Tue Sep 24, 2019 7:45 pm
- Forum: Ideas and Suggestions
- Topic: Thermal power plant
- Replies: 34
- Views: 10113
Re: Thermal power plant
Just out of wanting to understand you, here, why do you think that oil-fired boilers should be more efficient than solid fuel boilers? I think in terms of the gameplay choices, solid fuel is more of just a "stand in" for using fluid as fuel directly due to a number of issues related to th...
- Mon Sep 23, 2019 11:37 pm
- Forum: Ideas and Suggestions
- Topic: Thermal power plant
- Replies: 34
- Views: 10113
Re: Thermal power plant
The thinking was adding an oil or gas powered boiler that can reach higher temperatures and better energy efficiency for fuel, thus giving a reason to move into turbines and heatpipes before nuclear. Just to be clear, there is no efficiency difference between the lower and higher temperatures. It's...
- Mon Sep 23, 2019 7:52 pm
- Forum: Ideas and Suggestions
- Topic: Thermal power plant
- Replies: 34
- Views: 10113
Re: Thermal power plant
You can totally use turbines with thermal fossil fuel power plants (aka boilers). There's just hardly a reason to, as the only thing that they are better at than steam engines when using 165Β°C steam is that they take half the space (but are much more expensive)... P.S.: Also there are tons of mods ...
- Sun Sep 22, 2019 2:31 pm
- Forum: Ideas and Suggestions
- Topic: Thermal power plant
- Replies: 34
- Views: 10113
Re: Thermal power plant
With the oil changes mentioned a few weeks ago I want to revive this idea. Having an oil/turbine setup to ease in the step up to nuclear fits with the philosophy behind the level 1 oil change. Plus by making it fuelled specifically by light or heavy oil means there's more reason to chase this upgrad...
- Wed Jul 10, 2019 9:10 am
- Forum: Ideas and Suggestions
- Topic: Middle click to set all filters
- Replies: 3
- Views: 1546
Re: Middle click to set all filters
If you have multiple wagons with the same set of filters you can simply copy that with shift+right click -> shift+left click. I'd prefer if shift+left-click dragging worked to assign filters to multiple slots without releasing the mouse button - the same it works for pasting settings onto entities ...
- Tue Jul 09, 2019 6:47 pm
- Forum: Ideas and Suggestions
- Topic: Middle click to set all filters
- Replies: 3
- Views: 1546
Middle click to set all filters
TL;DR I want to be able to middle click on a train, or other container with filterable inventory slots, and set the filter to the current contents. What ? Middle click can currently be used to set filter slots, but doing it for a whole container is slow and repetitive. This gets even worse on train...
- Sun Jun 16, 2019 6:52 pm
- Forum: Ideas and Suggestions
- Topic: Return the object avoidance mode for ghost rail building
- Replies: 21
- Views: 8374
Re: Return the object avoidance mode for ghost rail building
Please please return this. Especially early game I like trying to work with the environment. At times I've even actively routed through forest for interesting train paths.
- Sun Jun 16, 2019 6:34 pm
- Forum: Ideas and Suggestions
- Topic: Thermal power plant
- Replies: 34
- Views: 10113
Re: Thermal power plant
I'd also really like a middle ground power generation. Right now steam vs nuclear are completely separated tech stacks. Building nuclear is a huge learning curve as every component is new, you need to build out complex setups for fuel while also understand heatpipes and heat exchangers and building ...
- Sun Jun 16, 2019 6:06 pm
- Forum: Ideas and Suggestions
- Topic: Control Power Connections by Coloring Power Poles (with Lamps)
- Replies: 50
- Views: 14643
Re: Control Power Connections by Coloring Power Poles (with Lamps)
I guess: If you store wire connections in blueprints, it is not clear, what to do, when you place a blueprint near many other poles. Think a bit about it and you will see, that there could be really strange situations happen, like there is no connection to the new part, even if the poles are near e...
- Sun Jun 16, 2019 5:59 pm
- Forum: Ideas and Suggestions
- Topic: Default Train waiting condition for the new temporary Station
- Replies: 26
- Views: 7974
Re: Default Train waiting condition for the new temporary Station
I would like the idea of a configureable condition. I would like to have it at "30 seconds" + "passenger present". If i had hijacked another train, i would simply delete the passenger present, and the train proceeds with its tasks. At the moment i try to always add "passeng...
- Sat Jun 01, 2019 11:45 am
- Forum: Ideas and Suggestions
- Topic: Rail signal placement should show also ghosts in front of the train signal
- Replies: 18
- Views: 4008
Re: Important (and easy) Fix for Train Signals
it is if you are setting up signals in the reverse direction of travel. if you want your signals to be 4 wagons apart, but start from the first, you need to look, "ah there is 4 cars" move your cursor to that spot, place signal, move back to first signal, and verify you placed correct and...
- Sat Jun 01, 2019 11:42 am
- Forum: Ideas and Suggestions
- Topic: Default Train waiting condition for the new temporary Station
- Replies: 26
- Views: 7974
Re: Default Train waiting condition for the new temporary Station
Or even just have a place to set the default waiting condition, with "switch to manual" being an option. Then everyone can tailor to their preferences.
- Sat Jun 01, 2019 11:41 am
- Forum: Ideas and Suggestions
- Topic: Control Power Connections by Coloring Power Poles (with Lamps)
- Replies: 50
- Views: 14643
Re: Control Power Connections by Coloring Power Poles (with Lamps)
Perhaps if there is concern over the size of blueprints with wires included you could just make it a toggle that defaults to not included and default connection behaviour? Then only the small number of edge cases end up with a larger blueprint.
- Thu May 16, 2019 10:53 pm
- Forum: Ideas and Suggestions
- Topic: Recipe of poison capsule
- Replies: 4
- Views: 1656
Re: Recipe of poison capsule
On the subject of poison capsules a second level that takes something like poison capsule + uranium ore as a cheap and nasty dirty bomb could be a good compliment. I wonder if devs are willing to add terrorism contents? :lol: Well, chemical/biological weapons fall under the same category too ;) Not...
- Thu May 16, 2019 5:28 pm
- Forum: Ideas and Suggestions
- Topic: Recipe of poison capsule
- Replies: 4
- Views: 1656
Re: Recipe of poison capsule
I really like the idea of adding sulphuric acid in the recipe, it feels fluids are underused and this is a good usecase.
On the subject of poison capsules a second level that takes something like poison capsule + uranium ore as a cheap and nasty dirty bomb could be a good compliment.
On the subject of poison capsules a second level that takes something like poison capsule + uranium ore as a cheap and nasty dirty bomb could be a good compliment.
- Wed May 15, 2019 11:56 pm
- Forum: Ideas and Suggestions
- Topic: Hyper belts (new belt tier, not a straight upgrade)
- Replies: 6
- Views: 2199
Re: Hyper belts (new belt tier, not a straight upgrade)
There is a need for high throughput belts in megabases, but the developers (rightly) do not want to just add just a simple straight upgrade as it would add nothing to the gameplay other than needing another cycle of upgrading existing lines. The intention with this design is to provide high through...
- Wed May 15, 2019 7:44 am
- Forum: Ideas and Suggestions
- Topic: Stop Belt Immunity from drawing power constantly
- Replies: 3
- Views: 1764
Re: Stop Belt Immunity from drawing power constantly
Alternatively you could just heavily reduce its power requirements to be relatively negligible. It may well be easier to implement and as it takes up valuable equipment space I think that's a fair tradeoff for its usefulness considering how situational it is.
- Wed May 15, 2019 7:40 am
- Forum: Implemented Suggestions
- Topic: Production statistics search bar
- Replies: 7
- Views: 2289
Re: Production statistics search bar
Mentioned this a couple of days ago on the subreddit too. This would be a really noticeable QOL improvement while being relatively light on dev effort.