Search found 58 matches

by driver
Wed Apr 04, 2018 8:50 am
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1003712

Re: Factorio Roadmap for 0.17+

I would like to see some minitutorials on circuits. There could be a tutorial how to use powerswitches with two conditions (treshold) based for example on chests to turn off sectors/parts of your production. Maybe I'm lazy but it took me really long to find out how this works. ;) Screenshot example:...
by driver
Sun Mar 25, 2018 9:51 am
Forum: Off topic
Topic: Factorissimo as game concept
Replies: 10
Views: 6150

Re: Factorissimo as game concept

While assemblers are a very flexible concept, quite abstract and could be compared to modern 3D-printers for small and decentralized production, maybe the most basic structures with only one output like smelters or lumber mill that you are used to play with in many other rts-games (for example rise ...
by driver
Sat Mar 03, 2018 11:39 am
Forum: Off topic
Topic: Factorissimo as game concept
Replies: 10
Views: 6150

Re: Factorissimo as game concept

The idea inspired me to a screenshot comparison factorio (with couplermod) and industry giant2:
https://imgur.com/6dX8IBW
https://imgur.com/WOdkGOb
by driver
Sun Oct 29, 2017 11:45 am
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 47
Views: 24010

Re: [0.15] Automatic Coupler

There's a nice video featuring the coupler mod in action:
https://www.youtube.com/watch?v=ODg3Eir ... e=youtu.be
by driver
Wed Sep 06, 2017 8:19 am
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 47
Views: 24010

Re: [0.15] Automatic Coupler

You usually need three stops for uncoupling ("end"-stop to change direction and two stops for decoupling/coupling, because trainstops don't always properly align to each other. To better understand this, you could take a look at Nifty Maniacs video https://www.youtube.com/watch?v=fQAgWssR2...
by driver
Tue Aug 22, 2017 6:13 pm
Forum: Ideas and Suggestions
Topic: Electronics
Replies: 6
Views: 2583

Re: Electronics

Mining drills or even inserters could have (electric) engine units.
More realism in recipes would be easier to remember in my opinion, but would change research.
by driver
Thu Aug 17, 2017 11:44 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 596293

Re: [MOD 0.15.x] pY Coal Processing

Perhaps the "long description" in the initial posting could be improved, because this thread is getting longer and longer to read ...? I think clean coal technology is quite interesting and made a quick research on the web. Historically the primary focus was on SO2 and NO. While green modu...
by driver
Mon May 29, 2017 10:09 am
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 47
Views: 24010

Re: [0.15] Automatic Coupler

Interesting but too difficult to understand for me :) . I'm still searching for an easy way to block locomotives from entering a trainstop and coupling, if there are no waggons available, because in this case the train is stuck and stop forever. This was different with the traincoupler mod from Nift...
by driver
Sun May 28, 2017 8:19 am
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 47
Views: 24010

Re: [0.15] Automatic Coupler

The first thing I tried is to simply set up the circuit settings in the train schedule, which could be comfortable, but don't seem to work. You can leave them empty. All you need to know is that you need to connect a constant combinator with a wire to a trainstop to turn it in a stop for coupling or...
by driver
Thu May 25, 2017 11:20 am
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 47
Views: 24010

Re: [0.15] Automatic Coupler

Could you please take a screenshot and explain how this works?
I have no idea how circuits work in combination with coupling. ;)
by driver
Fri Apr 28, 2017 7:53 am
Forum: Technical Help
Topic: Stops at 44% on game startup
Replies: 3
Views: 1370

Re: Stops at 44% on game startup

I have a multiboot-system and with win7/64-bit the full game always hangs at first start, at 89% sprites are not loading anymore with all versions I tried since verson 0.11 (apart from the demo) Strangely, the full 32-bit versions on winxp/32bit always worked for me without any problems. The only wa...
by driver
Tue Mar 21, 2017 11:17 am
Forum: Mods
Topic: [MOD 0.14] Train Coupler
Replies: 33
Views: 17463

Re: [MOD 0.14] Train Coupler

While it's fun to play around with this mod and get some ideas, I'm wondering if the concept of stations and trainstops (entities) could be more comfortable, not only for (de-)coupling but in generell, so that you need to build less trainstops. This could be done by adding a modular plattform to a t...
by driver
Sun Mar 19, 2017 2:00 pm
Forum: Mods
Topic: [MOD 0.14] Train Coupler
Replies: 33
Views: 17463

Re: [MOD 0.14] Train Coupler

I started playing this selfmade map (which I made with 12.21) with version 14.21 (32bit) and used the mod respawn in singleplayer in the beginning, but not in 14.22 I wish I would have used just a normally generated map in 14.22. This map was for intended for freeplay, by I changed it to sandbox pla...
by driver
Thu Mar 16, 2017 7:10 pm
Forum: Mods
Topic: [MOD 0.14] Train Coupler
Replies: 33
Views: 17463

Re: [MOD 0.14] Train Coupler

There may be still some problems with merging trains. Materials can get changed in something else after coupling.
Here's an example: The plastic train couples and after coupling, copper in the last waggon gets changed into steal.
http://imgur.com/Vgou7jw
by driver
Mon Mar 13, 2017 11:18 am
Forum: Mods
Topic: [MOD 0.14] Train Coupler
Replies: 33
Views: 17463

Re: [MOD 0.14] Train Coupler

Automated (de-)coupling was on my wishlist, great mod and good elaborated video. Shunting can get more complex than I thought initially :) if more than one train is involved, but you can still use it for more simple operations. Here's a screenshot of a simple setup with two stations and two pairs of...
by driver
Sat Feb 25, 2017 2:56 pm
Forum: Off topic
Topic: The potential of creating your own graphic style with color
Replies: 0
Views: 1252

The potential of creating your own graphic style with color

I wonder how large is the potential of creating your own graphic style with massive options for color coded objects and maybe even ground textures in a game, because only a few games like for example RCT2 ever made use of this possibility. I could imagine a mod for factorio creative sandbox gameplay...
by driver
Wed Feb 08, 2017 11:23 am
Forum: News
Topic: Friday Facts #174 - Mod gui
Replies: 81
Views: 34483

Re: Friday Facts #174 - Mod gui

Just looking on the screenshot above: Research could be a clickable button and there's no real need to have a button for achievements on the screen (could be somewhere else under options). The right frame could be static and nontransparent. The inventory and quickbar could be larger if you scale up ...
by driver
Tue Sep 27, 2016 8:47 am
Forum: Development Proposals
Topic: Railroad
Replies: 148
Views: 121458

Re: Railroad

I made the same mistake, we shouldn't mix up train stations with station stops ;-). A train station is a concept, whereas a train stop is an item. Although I believe it may be possible to replace the train stop with small modular roofless platforms like in locomotion, which have the length of an loc...
by driver
Wed Sep 21, 2016 1:44 pm
Forum: Ideas and Suggestions
Topic: container
Replies: 12
Views: 4550

Re: container

I believe if you don't want to change the game, which could be a lot of work, you could change the way you think how the game works. ;-) What assemblers are producing are not endproducts but parts of them. You would only need a new packaging-machine to put a certain number of small parts of the same...
by driver
Wed Sep 21, 2016 8:57 am
Forum: Ideas and Suggestions
Topic: container
Replies: 12
Views: 4550

Re: container

Yes, I do use railcars for storage quite often. I like the idea of a train depot. If all structures are produced in one piece in an assembler, construction robots are practically useless (apart from repairing destroyed things, which can get quite important or unless you build a megabase and copy par...

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