Search found 67 matches

by FunMaker
Thu Oct 17, 2019 8:32 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: ~1k SPM "Drive everywhere base"
Replies: 2
Views: 1044

Re: ~1k SPM "Drive everywhere base"

I tested the mod on my map and it worked great. i cut the train count by 60%. The only problem i had was that i had to change the wagon sizes to default sizes so LTN would work with you mod without too much hassle
by FunMaker
Thu Sep 12, 2019 10:42 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: ~1k SPM "Drive everywhere base"
Replies: 2
Views: 1044

~1k SPM "Drive everywhere base"

Hi folks, _ Just klick on the screenshots at the end of the post. After that, if you think "wtf is that?", read on. i just wanted to share with you my ~1k spm base. It was just a prove of concept, nothing more. I used LTN because of the sheer benefit for the playstyle, but it could be done with simp...
by FunMaker
Fri May 17, 2019 6:21 pm
Forum: Combinator Creations
Topic: Train operated potentiometer
Replies: 5
Views: 1983

Re: Train operated potentiometer

Sorry, that i overlooked your answer for so long. Following my suggestion, you would move the train by manual driving forward and backward and measuring how many chain signals show a blocked state
by FunMaker
Mon Apr 29, 2019 7:32 pm
Forum: Ideas and Suggestions
Topic: [0.17] Link Production and Consumption scaling graphs
Replies: 3
Views: 167

[0.17] Link Production and Consumption scaling graphs

It would be nice if it would be possible to link the scaling of the production&consumption graphs to the same scale. Currently is is tedious to compare them.
by FunMaker
Sat Mar 16, 2019 9:58 am
Forum: General discussion
Topic: Lategame mining options are lacking
Replies: 129
Views: 11834

Re: Lategame mining options are lacking

i have done several things. and for me me the best way is "smelt where you mine" it reduces train traffic by a huge margin. If train tunnels would be available i would change to a huge, smart smelting area because train acceleration because of crossing tracks is a huge problem(and i think the relati...
by FunMaker
Thu Mar 14, 2019 12:49 pm
Forum: General discussion
Topic: Lategame mining options are lacking
Replies: 129
Views: 11834

Re: Lategame mining options are lacking

I started a new 0.17 map and there is one point that bothers me alot with lategame mining. Sure there needs to be a good lategame option for mining where you should get ore really fast and that forces the player to burn his mind to get it working. But the most simple problem in lategame mining for ...
by FunMaker
Tue Mar 12, 2019 11:15 pm
Forum: General discussion
Topic: Lategame mining options are lacking
Replies: 129
Views: 11834

Re: Lategame mining options are lacking

i can't create such a blueprint because i need to have a gigantic ore field to prepare this blueprint that covers most ore fields. Start an all-sand no-biter sandbox map and do /c p=game.player p.surface.request_to_generate_chunks({0,0},64) p.surface.force_generate_chunk_requests() for x=100,300 do...
by FunMaker
Tue Mar 12, 2019 9:43 pm
Forum: General discussion
Topic: Lategame mining options are lacking
Replies: 129
Views: 11834

Re: Lategame mining options are lacking

I started a new 0.17 map and there is one point that bothers me alot with lategame mining. Sure there needs to be a good lategame option for mining where you should get ore really fast and that forces the player to burn his mind to get it working. But the most simple problem in lategame mining for m...
by FunMaker
Tue Mar 12, 2019 9:44 am
Forum: General discussion
Topic: How many main bus lines do you generally use?
Replies: 41
Views: 8825

Re: How many main bus lines do you generally use?

1 Iron Plates 1 Cog Wheels 1 Green Circuits 1 Copper 1 Green Circuits 1 Cog Wheels 1 Iron Plates This is only for the bootstrap factory, other materials are feeded as needed and are not built into the bus. While going for oil i build up a train network because conveyors are not ment for high through...
by FunMaker
Tue Mar 05, 2019 8:34 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 18157

Re: Friday Facts #284 - 0.17 experimental

I updated to 0.17 and did not play a second yet. But i had to give feedback on the ui i seen in the menue: All hover graphics look like Photoshop Default Layer Glow Effect (cheap) UI Elements look like they are made for touch devices (big, bulky buttons) Mod Manager download bar is not very informat...
by FunMaker
Mon Mar 04, 2019 9:19 pm
Forum: General discussion
Topic: Some thoughts on 0.16 -> 0.17
Replies: 25
Views: 2688

Re: Some thoughts on 0.16 -> 0.17

I did not play 0.17 yet. But what about the easy way - killing all biters in pollution range. For me this was the easiest way to come by with the biters in 0.16. Indeed it is boring as hell and i think the devs should adress this.
by FunMaker
Mon Oct 08, 2018 8:22 am
Forum: Combinator Creations
Topic: Train operated potentiometer
Replies: 5
Views: 1983

Re: Train operated potentiometer

I would recommend using chain signals and adding the signals that are red. IMHO it's easier to maintain and you have finer control over the selected value
by FunMaker
Mon Sep 10, 2018 1:25 pm
Forum: General discussion
Topic: Vanilla mine/train/smelter strategies - what and why?
Replies: 28
Views: 6480

Re: Vanilla mine/train/smelter strategies - what and why?

- No rail tunnels (I hope they have this for 0.17 and surprise us with it) Actually I would love rail bridges. I remember the good old times when I dumped a 2 or 3 digit amount of hours into OpenTTD, building rail networks. Building the junctions were the most fun part. Bridges would allow for more...
by FunMaker
Mon Sep 10, 2018 7:51 am
Forum: General discussion
Topic: Vanilla mine/train/smelter strategies - what and why?
Replies: 28
Views: 6480

Re: Vanilla mine/train/smelter strategies - what and why?

I played with approaches 1 and 2. I loved 1 for the smart smelter setup i mainly used (Smelting from train to the same train (Copper, Iron, Steel, Stone). it worked crazy well. Ore stations activate only if they have enough in their buffer to fill a train. My main problem with this was, that the tra...
by FunMaker
Sat Jul 07, 2018 1:25 am
Forum: Ideas and Requests For Mods
Topic: Circiut delayer
Replies: 0
Views: 175

Circiut delayer

Maybe this should be a core game mechanic but it would be okay as a mod. Option a) Combinator that delays a signal for n ticks: Just stomping a chain of 2-3 arithmetic combinators which multiply each by 1 and output each just for synchronizing pulses that go through different length of pipelines is ...
by FunMaker
Sat May 19, 2018 4:31 pm
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 21141

Re: Friday Facts #243 - New GUI tileset

It's all fine. But one thing i would like to mention:

The glow around buttons just looks like the default Photoshop glow without any modification. Looks a bit lazy with that knowledge in the background.
by FunMaker
Sun Jan 07, 2018 9:01 am
Forum: Ideas and Suggestions
Topic: Train ID as Constant Combinator
Replies: 2
Views: 592

Train ID as Constant Combinator

One big improvement for me (and maybe others) would be:
Add a Constant Combinator to trains so that the Unique Train ID could be set by the player and it could include multiple signals.
Would be a great improvement on stations with multiple trains wit different content
by FunMaker
Thu Jul 06, 2017 7:50 pm
Forum: Releases
Topic: Version 0.15.28
Replies: 53
Views: 20652

Re: Version 0.15.28

FactorioBot wrote:
Minor features
  • Train stop names are rendered at 45 degrees to better show names.
Please make this an option. If there are many stations vertically aligned( ~6 tiles from each other) it is hard to guess which one is which.
example
by FunMaker
Thu Jul 06, 2017 7:33 pm
Forum: General discussion
Topic: Energy Production Entity on 2 Energy Networks
Replies: 6
Views: 1111

Re: Energy Production Entity on 2 Energy Networks

My fault...

i just removed the consumer on one network and the percentual saturation of the other networks consumer did not change. So i assumed, that the power is doubled (because removing one did not change the result). I did not check absolute power values...
by FunMaker
Thu Jul 06, 2017 4:11 pm
Forum: General discussion
Topic: Energy Production Entity on 2 Energy Networks
Replies: 6
Views: 1111

Re: Energy Production Entity on 2 Energy Networks

So i checked this myself. The simple answer is (0.15.27):

The energy output of the solar panels is doubled if 2 networks are connected!

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