Search found 930 matches
- Sun May 24, 2020 2:58 pm
- Forum: News
- Topic: Friday Facts #348 - The final GUI update
- Replies: 143
- Views: 15961
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 ...
- Wed May 06, 2020 9:16 am
- Forum: Ideas and Suggestions
- Topic: More circuit signals and controls: pumps, heat pipes, exchangers
- Replies: 1
- Views: 176
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...
- Fri Apr 10, 2020 2:40 pm
- Forum: General discussion
- Topic: 0.18, bus, orphan trains.
- Replies: 6
- Views: 1241
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...
- Tue Apr 07, 2020 8:32 am
- Forum: General discussion
- Topic: 0.18, bus, orphan trains.
- Replies: 6
- Views: 1241
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...
- Sun Mar 22, 2020 6:13 pm
- Forum: Mods
- Topic: [0.16] The Blueprint Lab 0.2.4
- Replies: 54
- Views: 7441
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...
- Sun Mar 15, 2020 12:37 pm
- Forum: Railway Setups
- Topic: 2x2 Railway, Auto-Snap to the Grid
- Replies: 3
- Views: 3087
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...
- Sun Dec 22, 2019 11:33 am
- Forum: Ideas and Suggestions
- Topic: Belt placement as a sizeable brush
- Replies: 10
- Views: 779
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?
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?
- Tue Nov 12, 2019 9:24 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 100
- Views: 11155
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 ...
- Sat Oct 12, 2019 12:42 pm
- Forum: Gameplay Help
- Topic: Flamethrower turret - Heavy or light oil?
- Replies: 5
- Views: 692
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
- Thu Oct 10, 2019 9:00 am
- Forum: General discussion
- Topic: Robot energy math
- Replies: 7
- Views: 908
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...
- Mon Sep 02, 2019 7:18 pm
- Forum: Show your Creations
- Topic: Deploying large scale mining operations?
- Replies: 8
- Views: 2257
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...
- Wed Jul 31, 2019 11:11 pm
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 46874
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 ...
- Thu Jul 11, 2019 10:09 pm
- Forum: Releases
- Topic: Version 0.17.56
- Replies: 38
- Views: 10149
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...
- Sat Jul 06, 2019 1:31 pm
- Forum: News
- Topic: Friday Facts #302 - The multiplayer megapacket
- Replies: 39
- Views: 8146
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...
- Sat Jun 29, 2019 3:28 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 687
- Views: 211449
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...
- Mon Jun 24, 2019 10:58 pm
- Forum: News
- Topic: Friday Facts #300 - Special edition
- Replies: 49
- Views: 10534
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...
- Tue Jun 18, 2019 8:25 am
- Forum: General discussion
- Topic: Challenge: maximum net energy from a blue belt of coal
- Replies: 71
- Views: 9217
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...
- Fri Jun 14, 2019 6:08 pm
- Forum: Energy Production
- Topic: Compact 4.8 GW Nuclear Reactor
- Replies: 30
- Views: 30006
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!
- Fri Jun 14, 2019 10:37 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 685
- Views: 459823
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...
- Fri Jun 14, 2019 9:26 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 685
- Views: 459823
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/
https://www.reddit.com/r/factorio/comme ... on_design/