Search found 151 matches
- Fri Jan 21, 2022 4:12 pm
- Forum: General discussion
- Topic: [Finished] Testing new CDN providers for Factorio
- Replies: 14
- Views: 4535
Re: Testing new CDN providers for Factorio
Germany, 1Gbit/s "Wube CDN" % Total % Received % Xferd Average Speed Time Time Time Current Dload Upload Total Spent Left Speed 100 1400M 100 1400M 0 0 55.0M 0 0:00:25 0:00:25 --:--:-- 41.6M "CDN77" % Total % Received % Xferd Average Speed Time Time Time Current Dload Upload Tota...
- Mon Feb 08, 2021 6:33 pm
- Forum: General discussion
- Topic: Is the Fluid Rework still planned?
- Replies: 56
- Views: 20499
Re: Is the Fluid Rework still planned?
As long as the proportion of pipes that I save due to predictable flow is greater than the proportion of slowdown I get from the new system, I still win on performance. You seem to assume that the "other" system would have made everything faster and higher throughput. That was not the pla...
- Wed Feb 03, 2021 7:26 pm
- Forum: Gameplay Help
- Topic: Circuit network - take only "N" first signals in the "internal order" that signals are processed?
- Replies: 4
- Views: 1847
Re: Circuit network - take only "N" first signals in the "internal order" that signals are processed?
The "anything" wildcard in combinators only outputs one value. That's the green one.
- Sun Jan 31, 2021 8:49 pm
- Forum: General discussion
- Topic: Come up with new infinite research
- Replies: 34
- Views: 12173
Re: Come up with new infinite research
How would that work? Would evolution increase exponentially to keep you from just building a factory that “keeps up”, causing every factory to eventually die? Or would it be linear, so a player just dedicates a portion of their science to devolving biters? Is this any better than laser damage resea...
- Sun Jan 31, 2021 3:55 pm
- Forum: General discussion
- Topic: Come up with new infinite research
- Replies: 34
- Views: 12173
Re: Come up with new infinite research
Maybe biter evolution could be a part of infinite research. Right now, biter evolution is capped at below 100%. If biter evolution would be reworked and could go higher than 100% (maybe not just increasing spawn rate of higher tier biters, but also increase biter stats, like HP, damage, shooting and...
- Thu Jan 21, 2021 11:46 am
- Forum: Implemented Suggestions
- Topic: Decider combinator with "Anything" output
- Replies: 32
- Views: 22704
Re: Decider combinator with "Anything" output
omg, thank you so much
- Tue Oct 13, 2020 10:34 am
- Forum: PyMods
- Topic: Hot Air first recipe
- Replies: 1
- Views: 1887
Hot Air first recipe
This is some feedback on the early part of pyanodon mods. So I recently started playing with PYmods and got the first science part done. One of the first things you unlock is "Hot Air", which can increase the production of glassware and other stuff. To produce Hot Air you require: pressuri...
- Wed Sep 02, 2020 3:26 pm
- Forum: Gameplay Help
- Topic: How can I block a ghost/blueprint from being constructed?
- Replies: 3
- Views: 1409
Re: How can I block a ghost/blueprint from being constructed?
Just remove all the blueprints you do not want to build by either rightclicking or with the deconstruction planer. Then just let the bots build what you want them to build. If you want to build the rest, just place the blueprint on top of the build and all the missing pieces will be placed. Existing...
- Wed Sep 02, 2020 2:08 pm
- Forum: Balancing
- Topic: Chests should have a max bots/s limit and more
- Replies: 42
- Views: 14117
Re: Chests should have a max bots/s limit and more
If bots can visit chests only 1 per second I simply build more chests. How is that more fun? - Add a congestion mechanism of some sort. Maybe just the bots slowing down based on how many other bots are on top of them. That wouldn't be very CPU intensive. Yes, it would be. Very much so. The game woul...
- Sat Aug 22, 2020 6:41 am
- Forum: General discussion
- Topic: Have Some Questions Before I Buy.
- Replies: 114
- Views: 121541
Re: Have Some Questions Before I Buy.
Does actual live game get easier or are these tutorials disproportionately hard for new players? You can setup the difficulty of the normal game to any difficulty you like. That includes biters (enable, disable, increase, reduce), amount of available resources, obstacles (water, cliffs, trees) and ...
- Sun Jun 28, 2020 12:25 am
- Forum: General discussion
- Topic: Request: Max number of trains for stations
- Replies: 93
- Views: 43985
Re: Request: Max number of trains for stations
There is one inconsistency between some of posts here. Since there is request for repathing a train that is closer to loading/unloading train stop, that means request is to force train already in stacker that was heading to a trap train stop, to now repath to another train stop (same station). When...
- Sat Jun 27, 2020 10:56 pm
- Forum: General discussion
- Topic: Request: Max number of trains for stations
- Replies: 93
- Views: 43985
Re: Request: Max number of trains for stations
@boskid I wrote this before and I think it is very important, so I write it again: this system will only work if the trains that are assigned to a "limited" station can remember that specific station (call it "station ID") regardless of the name and will only go to that specific ...
- Tue Jun 16, 2020 9:37 am
- Forum: General discussion
- Topic: Meaningful Content Update
- Replies: 85
- Views: 29868
Re: Meaningful Content Update
Why is it hard to understand some players enjoy the building / layout aspect of the game, others enjoy managing threats and the tower defense mini game, while others, like myself, enjoy both? This is exactly why your suggestions of "meaningful content update" are horrible. Flying biters, ...
- Sat Jun 13, 2020 8:15 am
- Forum: Gameplay Help
- Topic: convert every constant signal to pulse only when signal turns on
- Replies: 3
- Views: 2172
Re: convert every constant signal to pulse only when signal turns on
Directly above this post are sticky posts. One of them is called "Combinators 101 (Link)". You might want to read that one.
- Wed Jun 10, 2020 6:12 pm
- Forum: Pending
- Topic: [0.18.31-34] UPS drop with construction robots placeing many rails
- Replies: 6
- Views: 2507
Re: [0.18.31] UPS drop with construction robots placeing many rails
probably repath lag. Whenever you put down a piece of rail all the active trains repath regardless if they can use those rails or not. If your train network is large enough + you have enough trains you will always see this and it gets worse the larger the base and the more trains you have.
- Wed Jun 03, 2020 8:08 pm
- Forum: Gameplay Help
- Topic: Confused of support/demand ratio for steel plate production
- Replies: 7
- Views: 2867
Re: Confused of support/demand ratio for steel plate production
Since you managed to miscount here is a pro tip for counting: select a blueprint or decon planer and mark a row of smelters or whatever you want to count without releasing the mouse button. It will display the amount of items you have marked.
- Tue Jun 02, 2020 10:40 pm
- Forum: Gameplay Help
- Topic: Confused of support/demand ratio for steel plate production
- Replies: 7
- Views: 2867
Re: Confused of support/demand ratio for steel plate production
Your 4x4 balancer is not balancing, it is missing a splitter either before or after the 2 undergrounds. But that is probably not causing the last smelter to not get enough resources. Double check if the ore line going into the smelter is always without gaps, that's debug options, transport lines, I ...
- Sun May 31, 2020 12:34 pm
- Forum: Gameplay Help
- Topic: Logistic network says N/A
- Replies: 2
- Views: 1492
Re: Logistic network says N/A
Your logistic request is Uit, try Aan.
- Tue May 19, 2020 7:24 pm
- Forum: Gameplay Help
- Topic: [0.18.25] Cannot Import Blueprints
- Replies: 5
- Views: 3217
Re: [0.18.25] Cannot Import Blueprints
At the bottom of your game is the shortcut bar. At the right side of that there is an extra square containing several things like blueprints or deconstruction planer. There is a tiny button with 3 dots that allows you to customize that bar. One of those options is import blueprint string.
- Tue May 19, 2020 3:04 pm
- Forum: Gameplay Help
- Topic: [0.18.24] Unpredictable number of science packs preloaded into laboratory
- Replies: 11
- Views: 2793
Re: [0.18.24] Unpredictable number of science packs preloaded into laboratory
the labs that you are showing in your images also have 2 input inserters, one from the belt, one from the adjacent lab. If the inserters want to insert a new pack, both of them will do so at the same time, depending on if there are items on the belt and if there are items left in the lab. Therefore ...