How about something like this?
First, for long range transport, a cargo shuttle can be researched. We arrived at the planet via space ships, so i don't see a reason this tech should not exist at some point. its a follow-up of the rocket and bot tech.
It requires a lot of rocket fuel and should only ...
Search found 45 matches
- Wed Feb 06, 2019 11:28 am
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 52294
- Mon Jan 07, 2019 6:46 pm
- Forum: General discussion
- Topic: 0.17 Hype?
- Replies: 130
- Views: 63919
Re: 0.17 Hype?
You created a successful sandbox game when:
- You have kids fighting in it
- parents are shaking their heads in disbelief, but have to go along with it
- The more mature kids are complaining about the lack of content
- You have dog sh!t all over the place, often hidden and encrusted like gems (some ...
- You have kids fighting in it
- parents are shaking their heads in disbelief, but have to go along with it
- The more mature kids are complaining about the lack of content
- You have dog sh!t all over the place, often hidden and encrusted like gems (some ...
- Sun Jan 06, 2019 5:46 am
- Forum: Gameplay Help
- Topic: Train path check on Intersections
- Replies: 9
- Views: 4294
Re: Train path check on Intersections
OK, i get it now. The idea i proposed was not only stupid but also outdated. Should read the forums and patch notes more often.
So i just intersect with chain signals and do not worry about train length as long as there is a chain signal at the entry and a rail signal at the exit of the ...
So i just intersect with chain signals and do not worry about train length as long as there is a chain signal at the entry and a rail signal at the exit of the ...
- Sat Jan 05, 2019 8:56 pm
- Forum: Gameplay Help
- Topic: Train path check on Intersections
- Replies: 9
- Views: 4294
Re: Train path check on Intersections
The thing is, since all trains had to stop anyways i wanted to create the fastest possible route to save some time. That was the only way i could come up with to further tune the network. On the plus side, i never ever have deadlocks, no matter how many trains i send in.
Its not a real problem ...
Its not a real problem ...
- Sun Dec 30, 2018 3:25 am
- Forum: Gameplay Help
- Topic: Train path check on Intersections
- Replies: 9
- Views: 4294
Re: Train path check on Intersections
https://i.imgur.com/EPuF01h.jpg
Whenever i try to put chain signals in between they just start flashing on every position. As said, this setup uses a lot of smaller supportive trains from and to smelters, reloading stations, in- and outputs around the base for mid and short range transportation ...
Whenever i try to put chain signals in between they just start flashing on every position. As said, this setup uses a lot of smaller supportive trains from and to smelters, reloading stations, in- and outputs around the base for mid and short range transportation ...
- Sat Dec 29, 2018 9:46 pm
- Forum: Gameplay Help
- Topic: Train path check on Intersections
- Replies: 9
- Views: 4294
Train path check on Intersections
Hello! o/
I wonder if it is possible to alter (or extend) path finding of trains to behave more "smart" on intersections. What i mean is, when a train approaches an complex intersection, it locks all in-going traffic, regardless if paths would be occupied by the approaching train path or not (you ...
I wonder if it is possible to alter (or extend) path finding of trains to behave more "smart" on intersections. What i mean is, when a train approaches an complex intersection, it locks all in-going traffic, regardless if paths would be occupied by the approaching train path or not (you ...
- Sun Aug 12, 2018 4:49 am
- Forum: General discussion
- Topic: The Green Dilemma
- Replies: 43
- Views: 23666
Re: The Green Dilemma
Also, nuclear is not necessarily a polluting tech... if you care enough to pass the right legislation. Europe does a pretty good job of it, for example. They use nuclear power extensively and yet we hear of almost no nuclear pollution or accidents there, unlike what happens elsewhere in the world ...
- Sat Aug 11, 2018 8:19 pm
- Forum: General discussion
- Topic: The Green Dilemma
- Replies: 43
- Views: 23666
Re: The Green Dilemma
I think they should limit the amount of effect you get from productivity modules. This way you either had to go speed (which will be challenging to support) or green. Also why is every questionable tech there is in the game to polute and destroy, but not simple stuff that could counter the effects ...
- Tue Jun 13, 2017 12:27 pm
- Forum: Technical Help
- Topic: Black Screen on startup [Solved]
- Replies: 3
- Views: 3092
Re: Black Screen on startup
Thanks for the fast reply!
There are 2 log files, called "factorio-current"
0.004 2017-06-13 12:22:48; Factorio 0.15.19 (build 30238, win64, alpha)
0.004 Operating system: Windows 7 Service Pack 1
0.004 Program arguments: "D:\Programme\Factorio\bin\x64\Factorio.exe"
0.004 Read data path: D ...
There are 2 log files, called "factorio-current"
0.004 2017-06-13 12:22:48; Factorio 0.15.19 (build 30238, win64, alpha)
0.004 Operating system: Windows 7 Service Pack 1
0.004 Program arguments: "D:\Programme\Factorio\bin\x64\Factorio.exe"
0.004 Read data path: D ...
- Tue Jun 13, 2017 10:38 am
- Forum: Technical Help
- Topic: Black Screen on startup [Solved]
- Replies: 3
- Views: 3092
Black Screen on startup [Solved]
Hi!
Well, i updated from .15.11 to 15.19 last night and everything worked fine. Today i opened the game and it just showed a black screen. Music was still playing in the background, so it doesnt freeze the system. Also it seems as if Factorio locked me out. Alt-tab, ctrl+alt+dlt, alt+F4, ctrl+x ...
Well, i updated from .15.11 to 15.19 last night and everything worked fine. Today i opened the game and it just showed a black screen. Music was still playing in the background, so it doesnt freeze the system. Also it seems as if Factorio locked me out. Alt-tab, ctrl+alt+dlt, alt+F4, ctrl+x ...
- Mon May 01, 2017 1:04 pm
- Forum: General discussion
- Topic: Took me a while to realize (ore mines and train stations)
- Replies: 2
- Views: 2048
Took me a while to realize (ore mines and train stations)
I used to run 2 Tracks close to an ore field, fork one side off and place a mine + train station there. The problem was to get the train back to base since it has to cross one track.
But what if the tracks just go around the ore field with the train station in the middle? This way the train does ...
But what if the tracks just go around the ore field with the train station in the middle? This way the train does ...
- Sun Apr 30, 2017 11:57 am
- Forum: General discussion
- Topic: Who is the player character?
- Replies: 54
- Views: 22946
Re: What's the player's name?
Amnesia from the crash maybe.
- Wed Feb 01, 2017 12:58 am
- Forum: Ideas and Suggestions
- Topic: Train wait times...
- Replies: 14
- Views: 6142
Re: Train wait times...
I use the inactivity timer for fuel stations, especially on support routes when a second network collects all the spread out small blobs of resources that are not worth to get full stations on their own. It works with 5, but 1 second wait after inactivity would be much better. It just wastes 4 ...
- Tue Jan 31, 2017 3:01 am
- Forum: Off topic
- Topic: Random Word Association Game
- Replies: 468
- Views: 186298
Re: Random Word Association Game
Genesis
- Mon Jan 30, 2017 2:26 am
- Forum: Ideas and Suggestions
- Topic: Evolution Split
- Replies: 9
- Views: 4219
Re: Evolution Split
I wish there were a Dune2 Mod for Factorio, but sadly there isn't. Underground caverns for (limited) water supply, wind traps for energy, hunting giant worms for oil... :o
But back to topic. Im trying to think about more peaceful ways to coexist with critters. The relocation of existing nests is a ...
But back to topic. Im trying to think about more peaceful ways to coexist with critters. The relocation of existing nests is a ...
- Sun Jan 29, 2017 12:40 pm
- Forum: Ideas and Suggestions
- Topic: Extended goals post-rocket gameplay.
- Replies: 5
- Views: 3772
Re: Extended goals post-rocket gameplay.
How about a extended the rocket phase? Your first rocket sucks and you launch a test satelite into low orbit. It wont stay for long (a few ingame days maybe) and will return to the surface where it has to be retrieved (position shown on the map). Every satelite gives you technology to research, to ...
- Sun Jan 29, 2017 8:09 am
- Forum: Ideas and Suggestions
- Topic: [Terrain] Water
- Replies: 1
- Views: 4578
[Terrain] Water
Introduction:
Water - as terrain type - serves 3 main purposes: Water source for machines, a natural obstacle, and source of fish. For now, water can only be removed but not build. Which feels strange and like an easy workaround. Well, the main reason for this: It blocks movement of critters. Any ...
Water - as terrain type - serves 3 main purposes: Water source for machines, a natural obstacle, and source of fish. For now, water can only be removed but not build. Which feels strange and like an easy workaround. Well, the main reason for this: It blocks movement of critters. Any ...
- Sun Jan 29, 2017 1:48 am
- Forum: Ideas and Suggestions
- Topic: Invert Landfill
- Replies: 78
- Views: 39894
Re: Invert Landfill
The main point was future uses though, cargo ships would be awesome
In that case you made this suggestion in the wrong order. Suggest cargo ships first, then waterfill. 8-) :)
No. ;)
The truth is: In the current game this would unbalance the the complete game if biters learn to swim; nothing is ...
In that case you made this suggestion in the wrong order. Suggest cargo ships first, then waterfill. 8-) :)
No. ;)
The truth is: In the current game this would unbalance the the complete game if biters learn to swim; nothing is ...
- Sat Jan 28, 2017 9:18 pm
- Forum: Ideas and Suggestions
- Topic: Invert Landfill
- Replies: 78
- Views: 39894
Re: Invert Landfill
Won't be implented. Reason already explained by Optera.
Well, the placing of water might be a mod, but its totally OP (as said by Optera), thats why i suggested it. Woudn't it be rather easy to teach critters how to swim?
The main point was future uses though, cargo ships would be awesome, and ...
Well, the placing of water might be a mod, but its totally OP (as said by Optera), thats why i suggested it. Woudn't it be rather easy to teach critters how to swim?
The main point was future uses though, cargo ships would be awesome, and ...
- Fri Jan 27, 2017 9:00 pm
- Forum: Ideas and Suggestions
- Topic: Snow areas in factorio
- Replies: 7
- Views: 6226
Re: Snow areas in factorio
Some more ideas and suggestions:
Buildings, trains and vehicles should always consume a slow amount of energy to stay warm. I guess its more effective that way. You get into trouble when the power is out for some reason though.
Liquids would require heating via boilers, or they might clog the ...
Buildings, trains and vehicles should always consume a slow amount of energy to stay warm. I guess its more effective that way. You get into trouble when the power is out for some reason though.
Liquids would require heating via boilers, or they might clog the ...