Search found 221 matches
- Sat Mar 25, 2017 8:21 pm
- Forum: Gameplay Help
- Topic: Y junction (not T) signals
- Replies: 10
- Views: 9249
Re: Y junction (not T) signals
I find it easier to build railway if you use USA rules, instead of UK rules. (USA: Drive on the right, oncoming traffic on the left; UK: drive on the left, oncoming traffic on the right.) It makes the rail lines tighter together, since the signals go on the outside instead of between my two lanes of...
- Fri Mar 24, 2017 11:51 pm
- Forum: Ideas and Suggestions
- Topic: My argument against flat UIs in factorio
- Replies: 4
- Views: 2052
Re: My argument against flat UIs in factorio
Is this in response to some other suggestion/post? Why not just post there? I don't understand the purpose of this thread, if nobody's suggested changing the GUI in Factorio, to be flat.
- Thu Mar 23, 2017 3:04 am
- Forum: Gameplay Help
- Topic: Loading engineering train problem
- Replies: 9
- Views: 2529
Re: Loading engineering train problem
You could also have multiple train stops for this particular cargo train, for it to load different items at each stop.
- Thu Mar 23, 2017 2:47 am
- Forum: Ideas and Suggestions
- Topic: Tech for lesser idle energy consumption
- Replies: 5
- Views: 1693
Re: Tech for lesser idle energy consumption
This wouldn't really affect the game much, though. Even with maximum efficiency modules, the idle energy drain for an assembler III is still 1/6 the running energy usage. If you're using something other than efficiency modules, it's even worse - with zero modules, it's 1/30, and with speed or produc...
- Mon Mar 20, 2017 3:23 am
- Forum: Gameplay Help
- Topic: Can Gun Turrets Shoot Over Walls
- Replies: 5
- Views: 16116
Re: Can Gun Turrets Shoot Over Walls
There's nothing else that can shoot shotgun shells, though; The gun turrets can only use bullets.Bushdoctor wrote:That only happens when the player fires them.ABOG19 wrote:Only shotgun shells damge walls when your behind them.
- Sun Mar 19, 2017 8:22 pm
- Forum: Ideas and Suggestions
- Topic: priority of requesters
- Replies: 2
- Views: 1238
Re: priority of requesters
This is also an indicator that you should be producing more goods. Just crank up the assemblers that're supplying the chests!
- Sun Mar 19, 2017 4:42 pm
- Forum: Implemented in 2.0
- Topic: Free cables/wires (Poles contain all)
- Replies: 34
- Views: 25480
Re: Free cables/wires (Poles contain all) ☸
I would actually really like a different item for red/green/copper cable. I was going to make a new suggestion thread, but then found this! Seems like this hasn't been implemented or definitely said "no", from what I could search, so I'm going to +1 this suggestion thread. (Even though it'...
- Sun Mar 19, 2017 12:20 am
- Forum: Ideas and Suggestions
- Topic: Numbers precision (in production window) / Display 3 significant/relevant numbers / Full precision when hover numbers
- Replies: 41
- Views: 6711
Re: Change when the game abbreviate numbers
I think it would be even easier to read, and take one less step in my head when I need to do math, if the game just used scientific notation. i.e. 1.01 * 10^4 / s 5.90 * 10^0 / s etc The decimal is always in the same place, and I'm either adding or subtracting 10s-units, or multiplying or dividing t...
- Fri Mar 17, 2017 1:33 am
- Forum: Ideas and Suggestions
- Topic: Extra resource sink
- Replies: 4
- Views: 2135
Re: Exrta resource sink
You could try this mod that adds a trash-can type chest , although I'm not sure it it still works with the current version of the game. If you find yourself with too many resources of one type, you could put down extra mines or oil pumps, to get the resources you're short on. Alternately, you could ...
- Wed Mar 15, 2017 1:48 pm
- Forum: Ideas and Suggestions
- Topic: Train Colors in HSV
- Replies: 45
- Views: 13578
Re: Train Colors in HSV
We'd need some kind of slider to affect the amount of photons too. And extra sliders for every wavelength of photons...no wait, that would be fifty sliders... Let's use a bell-curve to describe the photons. So, three sliders, for average wavelength of the curve, spread-of-bell-curve (I forget what t...
- Wed Mar 15, 2017 1:19 pm
- Forum: Ideas and Suggestions
- Topic: Train Colors in HSV
- Replies: 45
- Views: 13578
Re: Train Colors in HSV
People have been mixing colours since they were kids. They know what you get when you mix two colours together The problem here, is that RGB is an additive color system, whereas paint, crayons, etc are a subtractive color system. So the type of color-mixing RGB is doing is by definition not what ch...
- Tue Mar 14, 2017 1:44 pm
- Forum: Ideas and Suggestions
- Topic: Train Colors in HSV
- Replies: 45
- Views: 13578
Re: Train Colors in HSV
That's not intuitive; That's time you've spent memorizing RGB values. HSV maps pretty much directly (the names could be better, IMO) to how people speak about color in their day-to-day lives, or an art class: - Hue: red, orange, yellow, green, blue, purple - Saturation: is it more grey/black-and-whi...
- Mon Mar 13, 2017 6:16 pm
- Forum: Ideas and Suggestions
- Topic: Cattle grid
- Replies: 3
- Views: 1515
Re: Cattle grid
I'll assume you'd want the cattle grid to: stop the movement of bugs allow player movement be destroyable by bugs, so they have a fair chance to still attack you Isn't this effectively the same as gates right now? The only difference would be the graphics, and a lack of an animation. Could be a fun ...
- Sun Mar 12, 2017 2:56 pm
- Forum: Ideas and Suggestions
- Topic: Remove the reverse gear from player-driven trains.
- Replies: 13
- Views: 3993
Re: Remove the reverse gear from player-driven trains.
It is true that, in the early days [...] Since Factorio is unable to simulate [...] it would be better if Factorio would simply use modern locomotives This is a game with alien tentacles, robot-arms that can run on coal without any computers, and portable fusion energy. Making the game copy real-li...
- Sun Mar 12, 2017 4:48 am
- Forum: Ideas and Suggestions
- Topic: Player Carriages
- Replies: 9
- Views: 2533
Re: Player Carriages
Humans are excellent pattern-matching machines; Sit around long enough, and you're bound to see coincidences.Kane wrote:4th train suggestion in 1 day... wth lol
Although you could also say that trains are...
on a roll
!- Sun Mar 12, 2017 12:03 am
- Forum: Outdated/Not implemented
- Topic: Make underground belts work like underground pipes.
- Replies: 4
- Views: 2205
Make underground belts work like underground pipes.
TLDR: Underground belts' entrances should be directional, like how underground pipes work. Long: Contrary to existing forum threads (1) (2) (3) , I think underground belts should have their magic removed, instead of changing the visuals to match the magic. i.e. They should be directional, like unde...
- Sat Mar 11, 2017 11:41 pm
- Forum: Ideas and Suggestions
- Topic: Remove the reverse gear from player-driven trains.
- Replies: 13
- Views: 3993
Re: Remove the reverse gear from player-driven trains.
These type of trains in RL would be able to reverse just fine not only should trains be able to reverse, they should be driving in reverse when another locomotive is driving the train in the opposite direction. that is how real locomotives operate. I never said anything about reality; My suggestion...
- Sat Mar 11, 2017 11:13 pm
- Forum: Ideas and Suggestions
- Topic: Player Carriages
- Replies: 9
- Views: 2533
Re: Player Carriages
It's already in the game, and it transports more than 6 players. ;)
- Sat Mar 11, 2017 10:26 pm
- Forum: Ideas and Suggestions
- Topic: Remove the reverse gear from player-driven trains.
- Replies: 13
- Views: 3993
Remove the reverse gear from player-driven trains.
TLDR: (title says it) Why? The ability of player-driven trains to reverse is contrary to everything else in the rail network: Train-stops show arrows when moused over, train signals show arrows when moused over and only affect trains travelling in one direction, and automatic trains can only go in ...
- Sat Mar 11, 2017 8:30 pm
- Forum: Gameplay Help
- Topic: Do train signals compare themselves to oncoming signals?
- Replies: 5
- Views: 1989
Re: Do train signals compare themselves to oncoming signals?
That seems pretty unintuitive to me. I get that the signals care about the other signals / tracks, and not the trains (specifically, the direction they are facing), but the fact that the blocks / sections of track do not respect the orientation of the signals, seems wrong to me. i.e. The player choo...