Search found 22 matches
- Thu Jun 06, 2019 8:06 pm
- Forum: Duplicates
- Topic: Make lasers always bright.
- Replies: 3
- Views: 1070
Re: Make lasers always bright.
Oh wow, I didn't see that one. Probably because it was on the bug report forum instead of the suggestion one.
- Thu Jun 06, 2019 6:15 pm
- Forum: Duplicates
- Topic: Make lasers always bright.
- Replies: 3
- Views: 1070
Make lasers always bright.
Currently, lasers are affected by the current brightness like any other object. Unfortunately, that looks kinda meh. factorio_lasers.png At night you can't really see the laser show, which is a shame. What I'm proposing is this: make the lasers' beams fully bright, and perhaps add some light at the ...
- Thu Jun 06, 2019 12:17 am
- Forum: Duplicates
- Topic: [0.17.45] Removing temporary stop keeps train speed.
- Replies: 1
- Views: 912
[0.17.45] Removing temporary stop keeps train speed.
When the train is en route to a temporary stop, if you remove it from the schedule and there are no more stations the train freezes in place but keeps displaying its speed. When adding a new temporary stop it instantly starts moving at the last speed (removing stop at 200km/h stops the train, then a...
- Tue Feb 12, 2019 12:01 pm
- Forum: Ideas and Suggestions
- Topic: Add "Player Count" to train conditions - ALL ABOARD!
- Replies: 3
- Views: 1516
Re: Add "Player Count" to train conditions - ALL ABOARD!
If you look closely at the images in FFF 280 you can actually see that one of the conditions is "Passenger present". Which effectively means this has been added to the game.
Direct link to the file:
Direct link to the file:
- Fri Jan 04, 2019 6:00 pm
- Forum: Implemented in 2.0
- Topic: Tunnel or bridges for trains
- Replies: 113
- Views: 50967
Bridges, again.
I've been thinking about this for quite some time but I end up forgetting it but I'm finally writing it. Anyway, bridges. There are a lot of discussions for train tunnels and bridges, but we often come to some problems so this post is an effort to find an implementation that works. I apologize for t...
- Thu May 31, 2018 10:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.47] Train turns in the wrong direction.
- Replies: 3
- Views: 3654
[0.16.47] Train turns in the wrong direction.
After the latest update, when fixing the way trains turn when reversing, driving while inside locomotives in reverse does not turn in the correct direction if you are not accelerating. Notice the following 2 screenshots (taken at night to show the headlight): https://i.imgur.com/MjuT97U.png https://...
- Sat Apr 28, 2018 12:10 am
- Forum: Ideas and Suggestions
- Topic: Increase big electric pole wire length to 32
- Replies: 6
- Views: 2281
Re: Increase big electric pole wire length to 32
I did search but nothing came up, maybe messed a word during search.
- Thu Apr 26, 2018 3:49 pm
- Forum: Ideas and Suggestions
- Topic: Increase big electric pole wire length to 32
- Replies: 6
- Views: 2281
Increase big electric pole wire length to 32
I'm suggesting this because the size of the grid is 32x32, and you can't place the poles at its the edges to tile.
In terms of balancing, I don't believe this should cause too many problems.
In terms of balancing, I don't believe this should cause too many problems.
- Wed Apr 25, 2018 3:52 pm
- Forum: Duplicates
- Topic: [0.16.37] Gate stops emitting signal before closing
- Replies: 3
- Views: 1629
Re: [0.16.37] Gate stops emitting signal before closing
Oh. That's a shame, will need to use signals then.
- Wed Apr 25, 2018 2:18 pm
- Forum: Duplicates
- Topic: [0.16.37] Gate stops emitting signal before closing
- Replies: 3
- Views: 1629
[0.16.37] Gate stops emitting signal before closing
I was setting up an automated rail crossing, and was using the signal from the gates on the tracks to know if a train was there or not. But the other gates unlock before the train finishes passing (while the gate on the rail is still open). As it starts crossing: https://i.imgur.com/wyvyOsb.png A fe...
- Sun Apr 22, 2018 11:42 am
- Forum: Implemented Suggestions
- Topic: indicator for mines that ran out of deposits
- Replies: 55
- Views: 30850
Re: Depleted mines: Status icon
Good news, you can connect to the circuit network and it outputs the amount of resources left in the whole patch. So you can just wire that to a speaker and have and alert when the patch is depleted.
- Sun Mar 26, 2017 8:47 pm
- Forum: Not a bug
- Topic: active_sound plays sound every time the entity is aproached
- Replies: 1
- Views: 1108
active_sound plays sound every time the entity is aproached
First, I'm not sure if this should be considered a bug. What happens is: I created an entity (in this case, a diesel generator), and added a startup to activate_sound, similarly to how a car has one for when you enter it. However, instead of just playing the sound once when I feed it oil and it turn...
- Thu Mar 23, 2017 2:24 pm
- Forum: Ideas and Suggestions
- Topic: Hybrid tank (ground-railways)
- Replies: 11
- Views: 4542
Re: Train/tank or car switch
One of these? That would be interesting.
Well, if you can use it to make driving on rails safe, well, I'd love to see this in game. That way we wouldn't need to hit that many trees. Bonus if you could also select a destination when on tracks and go there automatically.
Well, if you can use it to make driving on rails safe, well, I'd love to see this in game. That way we wouldn't need to hit that many trees. Bonus if you could also select a destination when on tracks and go there automatically.
- Sun Feb 12, 2017 3:22 pm
- Forum: Ideas and Suggestions
- Topic: "Message Generator"
- Replies: 7
- Views: 2724
Re: "Message Generator"
Well, on the second image, it displays a message, and in the text above you can read " set whether the sound should be heard in that part of the factory or across the entire map and add an optional GUI alert message".
- Sat Feb 11, 2017 9:14 pm
- Forum: Ideas and Suggestions
- Topic: "Message Generator"
- Replies: 7
- Views: 2724
Re: "Message Generator"
Isn't this exactly what was on FFF 175?
- Wed Jan 18, 2017 10:32 pm
- Forum: Ideas and Suggestions
- Topic: Snap train to tiles.
- Replies: 8
- Views: 4058
Re: Snap train to tiles.
Yeah, stress is a mess. How this works for other players: like the current rail placement, there would be 2 modes of operation, the normal one (current) and a Shift + placement where it would snap to the grid. The problem is, like you said, curve tiles. I have 2 ideas. First one is to snap at the di...
- Wed Jan 18, 2017 12:00 am
- Forum: Ideas and Suggestions
- Topic: Snap train to tiles.
- Replies: 8
- Views: 4058
Re: Snap train to tiles.
Well I guess, althought this is more of the opposite. Currently you can place trains anywhere on a rail, as illustrated in this gif: http://i.imgur.com/qgwhpuN.gif While what I'd like to be able to do is only place the trains where they would match the yellow markers, just like how you can only plac...
- Tue Jan 17, 2017 3:37 pm
- Forum: Pending
- Topic: [0.14.21] Stack inserters unlocked before research.
- Replies: 5
- Views: 2365
Re: [0.14.21] Stack inserters unlocked before research.
I think I've figured it out. I created this world when achievements came out, and it's possible it was before the update that added a research just for stack inserters. Since I was doing a clean run to get the achievement I didn't try to use mods. EDIT: I went to check, the world was created on 30/6...
- Tue Jan 17, 2017 2:14 am
- Forum: Ideas and Suggestions
- Topic: Snap train to tiles.
- Replies: 8
- Views: 4058
Re: Snap train to tiles.
Uuh, I don't how this fits there... I'm not asking for new rails, although I wouldn't mindssilk wrote:Added to viewtopic.php?f=80&t=19953 New types of rails (curves, s-curves ...)
- Tue Jan 17, 2017 2:11 am
- Forum: Pending
- Topic: [0.14.21] Stack inserters unlocked before research.
- Replies: 5
- Views: 2365
Re: [0.14.21] Stack inserters unlocked before research.
No mods, and here's the save. Apologies for sending this so late.