Search found 261 matches

by SyncViews
Thu Jul 18, 2019 10:17 pm
Forum: Gameplay Help
Topic: Automatic insertion of robots
Replies: 21
Views: 857

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: 857

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: 857

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: 857

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: 121

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: 351

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: 1838

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: 1838

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: 715

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: 715

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: 373

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: 373

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: 19754

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: 19754

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: 19754

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...
by SyncViews
Thu Mar 21, 2019 12:49 pm
Forum: Ideas and Requests For Mods
Topic: [Mod request] Exploding Chest.
Replies: 7
Views: 314

Re: [Mod request] Exploding Chest.

You don't need a mod for this. Get an "infinity-chest", then set it to remove items placed in it.

It is not craftable in game, so you need to use a /c command to get some.

Code: Select all

/c game.player.insert{name="infinity-chest", count=10}
by SyncViews
Thu Mar 21, 2019 9:59 am
Forum: Ideas and Suggestions
Topic: Packer / unpacker
Replies: 5
Views: 184

Re: Packer / unpacker

To encourage alternate styles of factory, where it is easier to process exact numbers of items. Provides an alternative to large, messy belt networks for low-volume items before logistic robots have been fully researched. For example: the ingredients to science packs are an ideal candidate. You can...
by SyncViews
Wed Mar 20, 2019 12:12 am
Forum: Ideas and Suggestions
Topic: [Optimization] Improve map download netcode
Replies: 5
Views: 202

Re: [Optimization] Improve map download netcode

Increasing the overall packet size for incoming packets should improve the situation here. Currently, the packet size is about 500 bytes (660KiB/1300 packets). A normal network MTU is about 1500 bytes (including headers). so there is at least some room for improvement. Going too large may introduce...
by SyncViews
Tue Mar 19, 2019 6:27 pm
Forum: Not a bug
Topic: Bug With Manual Blueprint Filling
Replies: 4
Views: 118

Re: Bug With Manual Blueprint Filling

If I'm laying a blueprint but don't have all the exact parts to fulfill it, it would be nice to make some substitutions. For example, iron chests instead of steel chests. You can use an upgrade planner to change most of these items within the blueprint before placing. Also you can place over existi...
by SyncViews
Tue Mar 19, 2019 4:31 pm
Forum: Ideas and Suggestions
Topic: [Optimization] Improve map download netcode
Replies: 5
Views: 202

Re: [Optimization] Improve map download netcode

Probably too small payload for each transmitted packet. 660K/1800 ~ 320 bytes of payload per packet, i'm not sure they even using TCP for bulk data transfer, and I think they should. If I recall they said previously that they don't use TCP because it is another thing for firewalls and NAT to break ...

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