Search found 266 matches

by SyncViews
Mon Feb 17, 2020 1:35 pm
Forum: Gameplay Help
Topic: Gun Collision Boxes
Replies: 7
Views: 168

Re: Gun Collision Boxes

Which mod is that, or something you are making yourself?

You shouldn't collide with any dropped/world item, but maybe they are made into structures or something for some reason?

Are you sure it is the gun you are colliding with and not that wooden "table"?
by SyncViews
Fri Feb 14, 2020 2:06 pm
Forum: Gameplay Help
Topic: Why does the train crash?
Replies: 55
Views: 1220

Re: Why does the train crash?

The problem is with track as posted in the blog though. The games signal model can't handle this perfectly, at best they could add like a checkbox option but that is a lot of complexity. In real life signalling is based on the path the train will take (and need to switch the points as such in advanc...
by SyncViews
Fri Feb 14, 2020 11:08 am
Forum: Gameplay Help
Topic: End Games Train Loading and Unloading
Replies: 11
Views: 551

Re: End Games Train Loading and Unloading

Circuit controlled signals that are red have a high penalty for the train path finding so trains will turn around and find some cheaper station once enough trains have entered each branch. How many trains you talking about there? I always found anything that causes "will turn around"/"go somewhere ...
by SyncViews
Thu Feb 06, 2020 11:51 pm
Forum: Gameplay Help
Topic: Desert Seed
Replies: 6
Views: 5948

Re: Desert Seed

What map settings? On most maps I just aggressively expand to out pace the biters. Automate ammo and turret production pretty much along with the green science setup, then on really hard settings push for AP ammo ASAP. Especially with expensive recipes AP ammo can be a bit of a resource sink so keep...
by SyncViews
Thu Feb 06, 2020 5:15 pm
Forum: Gameplay Help
Topic: End Games Train Loading and Unloading
Replies: 11
Views: 551

Re: End Games Train Loading and Unloading

I never got multiple mines (or high volume intermediate products) with a shared name to work as well as dedicated routes. More trains than are needed will try and head towards one mine then cause extra congestion when they all decide to head to the next one. Without a "only X inbound trains allowed"...
by SyncViews
Thu Jul 18, 2019 10:17 pm
Forum: Gameplay Help
Topic: Automatic insertion of robots
Replies: 21
Views: 1021

Re: Automatic insertion of robots

- they definitely are returning deconstructed material to the chest already holding the same item. Which makes placing a chest at each roboport rather useless, as they won't be used anytime soon. For large construction jobs (deleting forests, old bases, etc. or building concrete, solar farms, etc.)...
by SyncViews
Wed Jul 17, 2019 11:28 am
Forum: Gameplay Help
Topic: Automatic insertion of robots
Replies: 21
Views: 1021

Re: Automatic insertion of robots

Intresting. I was using my robot on the very oppsite edge of my base as where the robot factory is. However, the roboport at the factory was filled up with robots, but none of them moved out for work. I'm pretty sure there is a logistic network connection. But then, it might have been a local bank ...
by SyncViews
Tue Jul 16, 2019 11:03 pm
Forum: Gameplay Help
Topic: Automatic insertion of robots
Replies: 21
Views: 1021

Re: Automatic insertion of robots

I prefer to set the number of desired bots with a constant combinator. Read the bots from a roboport. Then use decider combinators to compare against what you want. And activate an inserter from a chest into a roboport (one each for logistics and construction bots). When the robots are in demand th...
by SyncViews
Tue Jul 16, 2019 4:49 pm
Forum: Gameplay Help
Topic: Automatic insertion of robots
Replies: 21
Views: 1021

Re: Automatic insertion of robots

There is no need to add robots to each roboport. they will move around the network by themselves, and dock/park at whichever is nearest when idle. You can use the circuit output of a roboport within the network connected to an inserter with a condition to regulate the total number of construction an...
by SyncViews
Wed Mar 27, 2019 4:01 pm
Forum: Ideas and Suggestions
Topic: New bots type, mining
Replies: 4
Views: 152

Re: New bots type, mining

Trees do not grow back, so not much need for automated clearing.

Also as a resource not very useful, maybe if could at least make a little solid fuel. Normally just end up storing the stuff until get fed up with it and then discard.
by SyncViews
Wed Mar 27, 2019 3:03 pm
Forum: Gameplay Help
Topic: What is the train's damage collision formula ?
Replies: 3
Views: 432

Re: What is the train's damage collision formula ?

I think you will have to experiment. You can find the "locomotive" data in Factorio/data/base/prototypes/entity/entities.lua. As well as "weight", speed, etc. as mentioned, there is a "energy_per_hit_point = 5" that I am not sure on the purpose of. These are also present on the "tank" and "car", "ca...
by SyncViews
Tue Mar 26, 2019 6:04 pm
Forum: General discussion
Topic: Complete oil processing - conditions
Replies: 17
Views: 2179

Re: Complete oil processing - conditions

Heavy Oil to Solid Fuel: Heavy > 23k You are slightly better off converting heavy oil to light, and then solid fuel in terms of resource usage. You need 20 heavy oil to get one solid, and 10 light oil. 40 heavy oil can be cracked into 30 light oil, so 80 heavy oil gives 60 light and that is 6 solid...
by SyncViews
Tue Mar 26, 2019 4:44 pm
Forum: General discussion
Topic: Complete oil processing - conditions
Replies: 17
Views: 2179

Re: Complete oil processing - conditions

Heavy Oil to Solid Fuel: Heavy > 23k You are slightly better off converting heavy oil to light, and then solid fuel in terms of resource usage. You need 20 heavy oil to get one solid, and 10 light oil. 40 heavy oil can be cracked into 30 light oil, so 80 heavy oil gives 60 light and that is 6 solid...
by SyncViews
Tue Mar 26, 2019 2:00 pm
Forum: Balancing
Topic: Satellite requires too many radars?
Replies: 14
Views: 814

Re: Satellite requires too many radars?

I too sense a lack of experience. You have probably built and placed a radar, but I suspect you are yet to automate blue science. Do people usually automate science? Handcrafting requires no energy (so less coal wasted for assembler energy and 0 pollution) and automatically crafts the entire produc...
by SyncViews
Tue Mar 26, 2019 9:49 am
Forum: Balancing
Topic: Satellite requires too many radars?
Replies: 14
Views: 814

Re: Satellite requires too many radars?

Also it doesn't make sense that you would put so many in a satellite. We all know that 1 radar is a 2x2 building. 5 of them is 20 tiles. How is that going to fit inside the rocket? Seems very unrealistic Radar is 3x3. Examples of 2x2 buildings would be the burner miner and furnace. Factorio, along ...
by SyncViews
Mon Mar 25, 2019 1:42 am
Forum: Gameplay Help
Topic: How to make a train limiter?
Replies: 8
Views: 444

Re: How to make a train limiter?

You can connect a circuit to a signal to force it to red. Possibly use the logistic network output from a roboport. Not normally needed though, not entirely sure what you are going for. Generally letting a train load/unload "naturally" works out OK for any fairly basic setup. You can also put condit...
by SyncViews
Sun Mar 24, 2019 11:54 pm
Forum: Gameplay Help
Topic: How to make a train limiter?
Replies: 8
Views: 444

Re: How to make a train limiter?

How are you managing your train routes? If a train only has one destination, e.g. because you disabled all the stations for the others, it will sit at that station. Normally this will mean my trains will wait either at the pickup or dropoff end if there is nothing to do. Whichever end you decide to ...
by SyncViews
Fri Mar 22, 2019 3:38 pm
Forum: Balancing
Topic: Balancing of Capacities of Containers
Replies: 67
Views: 20374

Re: Nerf chest capacity

from a gameplay perspective I don't think it matters. As I said, my main point is that "vanilla feels like a mod with huge chests". Nobody actually needs it. The only real use for huge chests is to manually move huge amounts of crafting materials. And that is a wrong behavior. Moving items by hands...
by SyncViews
Fri Mar 22, 2019 3:26 pm
Forum: Balancing
Topic: Balancing of Capacities of Containers
Replies: 67
Views: 20374

Re: Nerf chest capacity

Train wagons already have an unrealistically massive capacity. 8 times capacity would make most trains only 1 or maybe 2 wagons long. Look at a real train for say a coal mine or power plant, those things have dozens, even over a hundred of wagons. Not the 2-8, maybe 12 in Factorio with the current ...
by SyncViews
Fri Mar 22, 2019 11:45 am
Forum: Balancing
Topic: Balancing of Capacities of Containers
Replies: 67
Views: 20374

Re: Nerf chest capacity

I would increase cargo wagon capacity at least with factor of 8 to fit with chests (I would accept decreasing of maximum speed to 100 km/h). Then trains could work like trains, slow but large volume transport system. Now they are more like toy trains, superfast short trains with unrealistically low...

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