Search found 419 matches
- Sun Feb 02, 2020 7:05 pm
- Forum: Gameplay Help
- Topic: LTN - Logistic train network requester help
- Replies: 4
- Views: 1355
Re: LTN - Logistic train network requester help
Filter can only be positive for inserters. So at least you need to use an arithmetic comb. and set it to EACH * -1. I don't use even something like that. If you go in the mod options and toggle off the "Finish loading", it will only load in as many items as the request is, not fill the ca...
- Sun Feb 02, 2020 12:20 pm
- Forum: Gameplay Help
- Topic: Weird pathing behavior
- Replies: 5
- Views: 1492
Re: Weird pathing behavior
Some of those 1-4-1 trains are not actually 2-way trains. It matters which way you place the locomotives, using R key when placing them down.
- Sun Feb 02, 2020 12:10 pm
- Forum: Gameplay Help
- Topic: LTN - Logistic train network requester help
- Replies: 4
- Views: 1355
Re: LTN - Logistic train network requester help
What condition on the inserter and what signal are they receiving? You can see signals by connecting the wire to a powerpole. In simplest requester station for LTN you don't need to wire inserters at all though. Sounds complicated to me :roll: Basically you always want to empty the train entirely on...
- Sat Feb 01, 2020 11:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.3] Endless pumping animation
- Replies: 1
- Views: 2024
[0.18.3] Endless pumping animation
I don't know how this happened, but this 1 pump just doesn't want to stop pumping. I have replaced the pump and both sides pipes but it still kept doing it. All other pumps on the map will stop when either target goes full or input dries. But now this "special" pump doesn't even have an ou...
- Sat Jan 11, 2020 2:29 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 36702
Re: Friday Facts #329 - Campaign reassessment
I would also recommend a later map or more that goes beyond the rocket launch. Using power armors, dealing with behemoths, artillery, infinite sciences... Even the slower players would get a taste of the endgame and know what waits there.
- Sat Jan 11, 2020 10:17 am
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 36702
Re: Friday Facts #329 - Campaign reassessment
My opinion on the campaign is, have both 1 and 2! Perhaps the 2 could arrive first but the game is very much lacking in campaign/premade scenarios. Both styles would be very welcome. You could learn some things from 1 that you don't from the other and vice versa. That's really not a lot to ask from ...
- Fri Dec 13, 2019 5:23 pm
- Forum: News
- Topic: Friday Facts #325 - New Explosions and Particles
- Replies: 54
- Views: 26437
Re: Friday Facts #325 - New Explosions and Particles
One thing I think is wrong in provided gifs is that particles spread of dying enemyes are biased toward vertical axis (very noticable with big worm). I noticed this with the rail destruction. While it looks really nice, being destroyed with bullets doesn't intuitively felt make a high explosion if ...
- Tue Dec 10, 2019 11:52 am
- Forum: Implemented in 2.0
- Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
- Replies: 53
- Views: 22147
Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
That's not how gallup's work. Statistically very small sample is enough to give an idea of what is generally acceptable or atrocious.
- Tue Dec 10, 2019 11:30 am
- Forum: Implemented in 2.0
- Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
- Replies: 53
- Views: 22147
Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
(Wall of text) It looks like you have never visited https://www.reddit.com/r/factorio/ before. It's a nice place, i can recommend trying. Personally i love playing with mods of all kinds. Reddit is perhaps the best place to post your base screenshots and videos, get feedback, give feedback, learn n...
- Tue Dec 10, 2019 7:55 am
- Forum: Implemented in 2.0
- Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
- Replies: 53
- Views: 22147
Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
lol, reddit post upvotes as opinion barometers. Never change forums, never change. Feel free to downplay reddit community as much as you wish, just wanted to show it's a topic that is being raised time and time again and people agree. If you don't really care if it's 30 or 32, this is not a topic f...
- Tue Dec 10, 2019 6:32 am
- Forum: Implemented in 2.0
- Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
- Replies: 53
- Views: 22147
Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Fact is you're asking for something to be changed to suit your playstyle. Nothing wrong with that, and as the devs has expressed they disagree with your reasoning, nothing wrong with that either. There's nothing stopping you changing it, and the point there is, nothing is stopping you from playing ...
- Tue Dec 10, 2019 5:17 am
- Forum: Implemented in 2.0
- Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
- Replies: 53
- Views: 22147
Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
There's no reason to increase the wire reach just because the chunk size is 32. It has no gameplay advantage of disadvantage to be 32 vs 30. If nobody ever told you chunk size was 32x32 then you wouldn't even know it was a thing. Just ignore the fact chunks exist and build as you want. It doesn't c...
- Mon Dec 09, 2019 6:28 am
- Forum: Implemented in 2.0
- Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
- Replies: 53
- Views: 22147
Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
I think you mean one line. C'mon it was never about wether it's possible with mods. https://mods.factorio.com/mod/GJBigPolesAlign https://mods.factorio.com/mod/chunk-sized-roboports Most people share their blueprints only if they are vanilla compatible. Quite a lot of rail blueprints are aligned to...
- Mon Dec 09, 2019 5:18 am
- Forum: Implemented in 2.0
- Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
- Replies: 53
- Views: 22147
Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Should be default definitely! We want to start making and sharing blueprints with them, so if they require mod they are no longer compatible with vanilla.
- Tue Nov 26, 2019 2:00 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 935619
Re: 4-way intersections: Throughput and deadlocks [image heavy]
I made some improvements to 2-lane, A, Compact, RHD blueprint.
It wasn't rotationally symmetric and it could be squeezed a little smaller still.
edit: Oops, 1 rail signal at the end is too much.. lemme fix that in a bit...
Done.
https://pastebin.com/eS5sjrtd
It wasn't rotationally symmetric and it could be squeezed a little smaller still.
edit: Oops, 1 rail signal at the end is too much.. lemme fix that in a bit...
Done.
https://pastebin.com/eS5sjrtd
- Mon Nov 25, 2019 8:00 am
- Forum: Ideas and Suggestions
- Topic: [0.17.79] Too tricky to drop blueprints in the library
- Replies: 5
- Views: 1338
Re: [0.17.79] Too tricky to drop blueprints in the library
I reported it as a bug because other similar "bug/suggestion" report about not seeing progression on cancelled research was suggested by dev to be reported as bug instead, because it was an oversight. This is one of those issues that really stands out in the game as inconsistent with how s...
- Mon Nov 25, 2019 5:47 am
- Forum: Ideas and Suggestions
- Topic: [0.17.79] Too tricky to drop blueprints in the library
- Replies: 5
- Views: 1338
[0.17.79] Too tricky to drop blueprints in the library
Here is 1 example of when i'm trying to drop blueprint in but i can't: bp.png There's this massive gray background but none of that is interactible. The spot i'm trying to drop on happens to be in an area of another blueprint so it won't, and only acceptable places are near that arrow and few pixels...
- Sun Nov 17, 2019 1:26 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 398172
Re: [MOD 0.17] Industrial Revolution
But it will only ever pull fuel from the input side of inserter. If it puts in an assembler that already has coal in, it can't take it out.kingarthur wrote: ↑Sun Nov 17, 2019 2:06 amall the leech function does is allow a burner inserter to take fuel out of a assembler/furnace to feed its self if its set to pull items out from that entity
- Sat Nov 16, 2019 1:14 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 398172
Re: [MOD 0.17] Industrial Revolution
Do you have any other mods running? I have never seen oil in the water. I have seen rubber trees in quite big number around the water. Definitely other mods, not ones that affect trees spawning though. "Water Ores" allows ores to spawn in water. It doesn't specifically add more of them li...
- Sat Nov 16, 2019 12:51 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 398172
Re: [MOD 0.17] Industrial Revolution
Rubber trees seem to be a real problem, and they are needed for electric drills. I explored a large area and found none at all: https://i.imgur.com/1vSkeL4.jpg I suppose /editor is the solution. But should there be another way, like converting regular saplings through some process? After using edito...