Search found 930 matches

by vanatteveldt
Sun May 24, 2020 2:58 pm
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 13768

Re: Friday Facts #348 - The final GUI update

I like everything except the double row of tabs in the crafting menu. There are 6 options (in vanilla; 4 craft categories, character, and logistics), I don't think 6 options need a two-level menu structure. Most annoyingly/confusingly, one of the craft categories is called logistics. Thus, when you ...
by vanatteveldt
Wed May 06, 2020 9:16 am
Forum: Ideas and Suggestions
Topic: More circuit signals and controls: pumps, heat pipes, exchangers
Replies: 1
Views: 130

More circuit signals and controls: pumps, heat pipes, exchangers

I would like to propose some new circuit signals to help monitor and control esp. fluid and heat flow: - Pumping speed signal: Pumps have a new (ish?) feature where you see actual "pumping speed" in user interface (i.e. pumping speed: 1259/12000). It would be nice if this could be measured on the ci...
by vanatteveldt
Fri Apr 10, 2020 2:40 pm
Forum: General discussion
Topic: 0.18, bus, orphan trains.
Replies: 6
Views: 1018

Re: 0.18, bus, orphan trains.

So it seems like even with the one place buffer in front of loading stations you are subject to the Thundering Herd problem (lots of trains all head for one enabled station; one or two get there disabling it; rest of Herd charges off to next enabled station, probably on other side of map; rinse, re...
by vanatteveldt
Tue Apr 07, 2020 8:32 am
Forum: General discussion
Topic: 0.18, bus, orphan trains.
Replies: 6
Views: 1018

Re: 0.18, bus, orphan trains.

[... trains ...] With vanilla there are some things that are difficult to do with trains without very elaborate circuit network structures, timers, and triggers. However, I'm pretty happy with my current setup with one-to-many and many-to-many connections. 1. Fuel There is one place that produces fu...
by vanatteveldt
Sun Mar 22, 2020 6:13 pm
Forum: Mods
Topic: [0.16] The Blueprint Lab 0.2.4
Replies: 54
Views: 6803

Re: [0.16] The Blueprint Lab 0.2.4

Thanks for this mod! I would wish some way to generate and consume full belts of resources, maybe including loaders would do the trick? Anyway, I have a bug report: Game crash when returning from blueprint lab. Seems reproducible - if I reload the autosave and exit the lab it triggers the error. sta...
by vanatteveldt
Sun Mar 15, 2020 12:37 pm
Forum: Railway Setups
Topic: My 4 lanes version of chunk aligned railway
Replies: 2
Views: 1913

Re: My 4 lanes version of chunk aligned railway

Nice, thanks! I was doing the same (after discovering that chunk alignment is actually quite important, mostly for ensuring radar coverage for automatic building) One point of feedback: You can place normal (i.e. non-chain) signals directly after the last crossing in each intersection, since after t...
by vanatteveldt
Sun Dec 22, 2019 11:33 am
Forum: Ideas and Suggestions
Topic: Belt placement as a sizeable brush
Replies: 10
Views: 587

Re: Belt placement as a sizeable brush

Yeah that video is a mess.

You can use ~infinite bots from stationary roboports, so why not make a 64 wide (or whatever that was) blueprint with roboports integrated so you can fire and forget?
by vanatteveldt
Tue Nov 12, 2019 9:24 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS Wars 3 - Electronic Circuits
Replies: 100
Views: 9315

Re: UPS Wars 3 - Electronic Circuits

39991.665 ms - DaveMcW trains only I don't have access to factorio for the coming weeks, so I can't check the save - but I did have a question. How do you control the trains? Regular signals, or circuit timing? And did you consider having a dedicated rail for each production line so you don't need ...
by vanatteveldt
Sat Oct 12, 2019 12:42 pm
Forum: Gameplay Help
Topic: Flamethrower turret - Heavy or light oil?
Replies: 5
Views: 564

Re: Flamethrower turret - Heavy or light oil?

which is why I always use crude: easiest on logistics, can often find a local source, no danger of running out if other processes back up
by vanatteveldt
Thu Oct 10, 2019 9:00 am
Forum: General discussion
Topic: Robot energy math
Replies: 7
Views: 812

Re: Robot energy math

I generally have a armor dedicated purely to bots: two fusion reactors, one or maybe two exos, a bunch of batteries and multiple personal roboports. I have no trouble with largish build projects, and usually run out of inventory before running out of bot power...
by vanatteveldt
Mon Sep 02, 2019 7:18 pm
Forum: Show your Creations
Topic: Deploying large scale mining operations?
Replies: 8
Views: 1872

Re: Deploying large scale mining operations?

What I do* is combine a number of blueprints that automate most of the chore of outpost construction while staying fully vanilla: 1. Use personal conbots to create a small starter outpost (station, radar, roboport, supply train unloading) 2. Setup train routes to/from the outpost, unless all outpost...
by vanatteveldt
Wed Jul 31, 2019 11:11 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 43757

Re: Version 0.17.60

Pretty sure it's too late for my opinion on the oil changes to have any weight, but here goes: 1. I agree with the devs that (1) blue science has always been a huge difficulty bump (the "oil wall"), and (2) that it's weird that players are supposed to learn managing multiple outputs before they can ...
by vanatteveldt
Thu Jul 11, 2019 10:09 pm
Forum: Releases
Topic: Version 0.17.56
Replies: 38
Views: 9695

Re: Version 0.17.56

All rail bounding boxes are now hardcoded/not moddable. This is to avoid unexpected collision/rail block merging behaviour. I bet that means that the Rail Bridge mod doesn't work anymore. :( Any reason for removing this? I understand it was an unintended feature, but it also feels harmless after fi...
by vanatteveldt
Sat Jul 06, 2019 1:31 pm
Forum: News
Topic: Friday Facts #302 - The multiplayer megapacket
Replies: 39
Views: 7584

Re: Friday Facts #302 - The multiplayer megapacket

Why does the game state need to know what entity the player has selected anyhow? If the player executes an action, pass that action to the server rather than passing the player.selected property. This seems like an unnecessary linkage between view and controller of model/view/controller design. I h...
by vanatteveldt
Sat Jun 29, 2019 3:28 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 687
Views: 194702

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Feature request: might it be possible to add statistics counters on sources/sinks, so you can see exact number of items created/consumed in past minute / 10 minutes? In a way this would be a workaround for the production screen not showing full accuracy, so you can't tell the difference between 1101...
by vanatteveldt
Mon Jun 24, 2019 10:58 pm
Forum: News
Topic: Friday Facts #300 - Special edition
Replies: 49
Views: 9780

Re: Friday Facts #300 - Special edition

After thousands hours spent in Factorio in the past 5 years, here is what this FFF learn to me :"mobile version of supaplex" O,o Factorio is one of the least mobile-like games I know. I assume you meant it's like a spiritual successor or something? But the wording is bad. Doesn't make much sense ei...
by vanatteveldt
Tue Jun 18, 2019 8:25 am
Forum: General discussion
Topic: Challenge: maximum net energy from a blue belt of coal
Replies: 71
Views: 8337

Re: Challenge: maximum net energy from a blue belt of coal

Deleting the rocket fuel production indeed had a net positive effect, getting me to 703: I was hoping using one fewer refinery (with an extra beacon) might give me better results, but I would obviously have to optimize my other beacons (a lot) If you connect the heavy oil at the top instead looping...
by vanatteveldt
Fri Jun 14, 2019 6:08 pm
Forum: Energy Production
Topic: Compact 4.8 GW Nuclear Reactor
Replies: 24
Views: 27125

Re: Compact 4.8 GW Nuclear Reactor

There's a mod that adds landfill to all tiles under a blueprint, quite useful for situations like this!
by vanatteveldt
Fri Jun 14, 2019 10:37 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 651
Views: 416272

Re: 4-way intersections: Throughput and deadlocks [image heavy]

It can drastically improve small intersection, but in mine intersection and some others the limitation of throughput is merging lanes. I consider using this as cheating and taking away challenge. Yeah it would be more of a gimmick / proof of concept. But in a way you can see this as a railway bridg...
by vanatteveldt
Fri Jun 14, 2019 9:26 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 651
Views: 416272

Re: 4-way intersections: Throughput and deadlocks [image heavy]

This might be patched really quickly, but it must be possible to use this 'feature' to improve intersections quite dramatically, no?

https://www.reddit.com/r/factorio/comme ... on_design/

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