Search found 122 matches

by DerGraue
Wed Feb 19, 2020 6:16 pm
Forum: Gameplay Help
Topic: Why does the train crash?
Replies: 55
Views: 1343

Re: Why does the train crash?

ptx0 wrote:
Mon Feb 17, 2020 5:55 pm
we can now make trains avoid blocks they occupy because they don't spontaneously repath.
mrvn wrote:
Mon Feb 17, 2020 3:22 pm
viewtopic.php?f=11&t=19619&p=302527#p302527. But isn't that case obsolete? Trains no longer repath inside chain signals.
Do you guys have a source for that?
by DerGraue
Sat Feb 15, 2020 9:31 am
Forum: Gameplay Help
Topic: Why does the train crash?
Replies: 55
Views: 1343

Re: Why does the train crash?

https://forums.factorio.com/viewtopic.php?f=11&t=19619&p=302527#p302527 This used to happen before it was changed and it was extremely annoying. A small train could deadlock in all kinds of situations on itself. In your example your train can't path that way anyways and you would have to fix your ra...
by DerGraue
Fri Feb 07, 2020 6:51 pm
Forum: News
Topic: Friday Facts #333 - Terrain scrolling
Replies: 38
Views: 5584

Re: Friday Facts #333 - Terrain scrolling

The only thing I don't quite understand: Why don't you tell us such amazing things in the patch notes?
by DerGraue
Fri Jan 31, 2020 2:19 am
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 55
Views: 2475

Re: Request: Max number of trains for stations

Olacken wrote:
Fri Jan 31, 2020 1:55 am
snip
A perfect example of how a player can screw up a station or system, either by bad design or by doing something that was not intended in the first place.
by DerGraue
Thu Jan 30, 2020 9:29 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 55
Views: 2475

Re: Request: Max number of trains for stations

I read carefully through all the posts and the more I think about this idea, the more I like it. But there are some very basic questions that are not yet answered. This is how I would approach it: - If the train finds a viable station that uses the "maxTrain value" it saves this particular station A...
by DerGraue
Mon Jan 27, 2020 1:13 pm
Forum: General discussion
Topic: 0.18 DeathWorld
Replies: 21
Views: 1317

Re: 0.18 DeathWorld

Total focus on urgent automated turret, bullet, and wall production, with 5% of time/resources going towards "other". This is your problem. Your pollution causes the biter attacks, so you build more ammo + stuff, so you create more pollution, therefor biter send larger attack waves, so you have to ...
by DerGraue
Thu Nov 07, 2019 8:43 am
Forum: General discussion
Topic: Thinking of getting the game if there is ever some type of steam sale for the game.
Replies: 12
Views: 1271

Re: Thinking of getting the game if there is ever some type of steam sale for the game.

The sad thing is: if the game was at 60$/50€ (and yes, it is imho worth that much) and if it was on a 50% sale sometimes it probably would sell better
by DerGraue
Mon Oct 28, 2019 10:08 pm
Forum: Gameplay Help
Topic: [0.15.x] Fluid mechanics
Replies: 72
Views: 110081

Re: [0.15.x] Fluid mechanics

They had a few tweaks, but the overall logic still applies ? There are a bunch of friday facts on the topic. They are calculated differently, they are multi threaded, they can not mix anymore. I would not call that a few tweaks. Since they are calculated differently the formulas and charts of the O...
by DerGraue
Mon Oct 28, 2019 9:44 pm
Forum: Gameplay Help
Topic: Pollution off the charts?
Replies: 11
Views: 706

Re: Pollution off the charts?

A mining drill produces 10 pollution per minute.

You are producing 4.2k pollution with your mining drills, so about 420 are currently active. Provided that you did not use any modules.
That does not seem wrong to me.
by DerGraue
Sun Oct 27, 2019 1:41 pm
Forum: Gameplay Help
Topic: [0.15.x] Fluid mechanics
Replies: 72
Views: 110081

Re: [0.15.x] Fluid mechanics

imTheSupremeOne wrote:
Sun Oct 27, 2019 10:38 am
Can someone restore pictures?..
You are aware that the original post is over 3 years old and the fluid mechanics have been overhauled? Those mechanics don't apply anymore.
by DerGraue
Sun Oct 27, 2019 9:13 am
Forum: Gameplay Help
Topic: Pollution off the charts?
Replies: 11
Views: 706

Re: Pollution off the charts?

There was also a bug in 16.51 that caused the biter nests to absorb all of the pollution but never sending out the appropriate amount of biters. Meaning that a few biter nests would absorb the entire pollution from one direction and the biters would only attack on a very small scale. The nests behin...
by DerGraue
Fri Oct 25, 2019 8:16 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 12462

Re: Friday Facts #318 - New Tooltips

I thought landfill counts as a tile, so it should work with the new system, shouldn't it?
by DerGraue
Tue Oct 08, 2019 9:48 am
Forum: General discussion
Topic: Hello from a new player!
Replies: 5
Views: 442

Re: Hello from a new player!

Don't read guides, build and figure out stuff by yourself.

At least until you have launched a rocket or reached your "personal goal".
by DerGraue
Sat Oct 05, 2019 8:29 pm
Forum: Gameplay Help
Topic: Train Selects Blocked Path
Replies: 11
Views: 521

Re: Train Selects Blocked Path

Use chain signals to prevent the train from going into rail section where they are not allowed to stop. If you look at your image you can see that your train has no other option at this point than going through the blocked path. Put a chain signal in front of the junction that the train has already ...
by DerGraue
Mon Sep 23, 2019 10:54 am
Forum: Gameplay Help
Topic: How to use Rich text properly
Replies: 11
Views: 1293

Re: How to use Rich text properly

If you enable the "show debug info in tooltip" option in the debug menu (F4) then you see the real entity name.

I have set this up in my debug settings so I can just use F5 to quickly enable and disable the enhanced tooltip if I need to know the exact name.
by DerGraue
Sun Sep 22, 2019 5:10 pm
Forum: Gameplay Help
Topic: Creating a trigger when material ceases running on a belt
Replies: 21
Views: 1595

Re: Creating a trigger when material ceases running on a belt

0eNqll81ymzAQx1+lozN0AMd24ukr9NZbp6MRsDaaCEkjCTdMhnfvCmJwbCUBejHW10+7q/8u4pXkogFtuHTk8Ep4oaQlh9+vxPKTZML3uVYDORDuoCYRkaz2LXjRBqyNnWHSamVcnINwpIsIlyW8kEPa/YkISMcdh4HYN1oqmzoHgxNGlnWseI65tGAcjkREK4vLlPS7IyreRKT1D6SX3EAxjGVddAfNrqAAIi4qsC5AfLgQA4zNxGhytK1fd49Iv28HCP4JYR6+itU9Mgv6uQvAt8vh6Wz4bjF8Pnu/mJ...
by DerGraue
Mon Sep 09, 2019 10:41 am
Forum: General discussion
Topic: Licensing and mod portal
Replies: 90
Views: 4636

Re: Licensing and mod portal

Mods which don't want to allow being used and presented in video and text in social should have the option disgree with Wube's TOS of the mod portal and thus NOT use it for distribution. . That keeps it clean and simple for everyone: everything I can download from Wube and inside Factorio is free t...
by DerGraue
Tue Sep 03, 2019 6:28 pm
Forum: Gameplay Help
Topic: Splitter not working properly
Replies: 89
Views: 84922

Re: Splitter not working properly

You will not be able to use your current setup with the splitter changes, that is correct. It will always deadlock at some point. So, you have to change your setup so that you don't rely on splitters for the even distribution. If you don't want your flasks to backup you will need to solve it with co...
by DerGraue
Tue Sep 03, 2019 9:32 am
Forum: Gameplay Help
Topic: Splitter not working properly
Replies: 89
Views: 84922

Re: Splitter not working properly

i think that the belt sorter mod could be modded to do what splitters used to do but from those few posts, did they wrecked splitters on purpose? (they were splitting mathematically and positionally correct and kept types correctly... will they add a new splitter called intelligent splitters?) Yes,...
by DerGraue
Fri Aug 30, 2019 5:09 am
Forum: Gameplay Help
Topic: Can't go past 90% efficiency... why?
Replies: 8
Views: 506

Re: Can't go past 90% efficiency... why?

No beacons? :shock: No prod modules? :evil:

Please redesign everything! ;)

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