Search found 1498 matches
- Fri Sep 02, 2016 10:27 am
- Forum: Ideas and Suggestions
- Topic: Rail signals should act the same to auto and manual trains
- Replies: 31
- Views: 10176
Re: Rail signals should act the same to auto and manual trains
Huh, that is weird that's censored. It appears to be the whole word too... Anyway I did suggest a third rail if you often take manual control of your trains, and you can tweak the signals so there's no way you could ever run into anything. I think you should be able to link it up to the main rail to...
- Fri Sep 02, 2016 9:53 am
- Forum: Ideas and Suggestions
- Topic: Optimisation suggestion - Reduce UPS, uncouple FPS
- Replies: 40
- Views: 12049
Re: Optimisation suggestion - Reduce UPS, uncouple FPS
I think the point is you might want to halve the number of FPS, not double it. The human eye struggles to notice frames over 30fps anyway unless there are big changes to the image (turning quickly in FPS games for example) and not really much happens that quickly in Factorio. Would this not be as si...
- Fri Sep 02, 2016 9:40 am
- Forum: Ideas and Suggestions
- Topic: All signals work as path signals ([0.13.20] Rails driving me crazy)
- Replies: 6
- Views: 2684
Re: [0.13.20] Rails driving me crazy
But I just got used to them the way they are D=
You've run into a fairly typical problem with having the rails side-by-side, if you were to put a signal on the crossing rail BETWEEN your parallel rails you wouldn't have a problem.
You've run into a fairly typical problem with having the rails side-by-side, if you were to put a signal on the crossing rail BETWEEN your parallel rails you wouldn't have a problem.
- Fri Sep 02, 2016 9:29 am
- Forum: General discussion
- Topic: Problems with Biter pathfinding/behavior?
- Replies: 6
- Views: 2957
Re: Problems with Biter pathfinding/behavior?
Theoretically destroying power poles shouldn't be a problem until they're attacking in large waves, which is fairly late game. Also for spawning on your rails, not personally had this problem (perhaps because I also put two lights next to each power pole?) though they've spawned close enough to aggr...
- Fri Sep 02, 2016 9:15 am
- Forum: General discussion
- Topic: Low game performance?
- Replies: 13
- Views: 9153
Re: Low game performance?
You can't directly say "0.12 was faster than 0.13" because you've got WAY more mods loaded. Only way to test that is to load a vanilla map. There was some optimisation in 0.13 I think but it shouldn't have a dramatic effect, it's more likely either it's not coping with the additional mods ...
- Fri Sep 02, 2016 8:47 am
- Forum: Gameplay Help
- Topic: Automated Boilers
- Replies: 5
- Views: 3048
Re: Automated Boilers
If you want more of a buffer (so that if your oil dries up you've got more time to sort it out before your power dies) you should use an inserter to pull solid fuel off the belt and into a chest, then a second inserter taking it from the chest and back onto the belt (at least one tile closer to the ...
- Fri Sep 02, 2016 8:41 am
- Forum: Gameplay Help
- Topic: How do I get Golem achievement?
- Replies: 17
- Views: 36309
Re: How do I get Golem achievement?
I had a quick save right while I was on the tracks and a train was leaving its station, so I just stood on the track. Had four MK2 shields I think and thought I could probably have got away with one less but that's the way to do it. Actually it's pretty cool that once you get enough shields you don'...
- Fri Sep 02, 2016 12:16 am
- Forum: Gameplay Help
- Topic: How to make trains pick an open waiting bay
- Replies: 15
- Views: 6974
Re: How to make trains pick an open waiting bay
Tested my theory and it works: https://dl.dropboxusercontent.com/u/85467830/RailWaitingBay.gif Ignore the combinator, it was for testing. The three "bay" signals send their status to the logistic network, and the "pre-bay" signal has a condition [Green] = 0 which disables the sig...
- Thu Sep 01, 2016 4:37 pm
- Forum: Gameplay Help
- Topic: How to make trains pick an open waiting bay
- Replies: 15
- Views: 6974
Re: How to make trains pick an open waiting bay
If I can get online tonight I'll run some tests.
- Thu Sep 01, 2016 4:34 pm
- Forum: Combinator Creations
- Topic: Slow Supplier (used for repair pack distribution)
- Replies: 19
- Views: 11276
Re: Slow Supplier (used for repair pack distribution)
Somewhat subject to breaking but much simpler and cheaper system: Put storage chests everywhere you want to distribute, limit to 2 stacks. Put one repair pack in each one initially. On your repair pack production limit to (# of chests) * 200 - 20 on the logistic system. Rules: Ensure no logistic req...
- Thu Sep 01, 2016 4:12 pm
- Forum: Ideas and Suggestions
- Topic: Toggle from crafting to one-time logistic requests
- Replies: 18
- Views: 9908
Re: Toggle from crafting to one-time logistic requests
I'd rather not use a modifier key (e.g. shift) to choose between hand-crafting or one-time request. It doubles the number of key combinations, resulting in a total of 8, which have to be listed in the crafting menu's tool-tip. It is also more prone to errors, for example holding shift instead of ct...
- Thu Sep 01, 2016 4:05 pm
- Forum: Off topic
- Topic: You know you play Factorio too much when...
- Replies: 164
- Views: 308577
Re: You know you're playing too much Factorio when.....
You wake up in the morning and load up your game only you don't recognise it anymore because you made a new factory in your sleep.
- Thu Sep 01, 2016 4:03 pm
- Forum: Gameplay Help
- Topic: What are the priorities for the train leave conditions?
- Replies: 21
- Views: 6009
Re: What are the priorities for the train leave conditions?
YES! My oil trains typically go to oil outpost 1, then unloading, then OO2, then unloading, then OO3... Each time the logic is the same but it has a bit of a setup since it only runs if there is a demand for oil using circuit logic, if there is then it waits for inactivity OR 20 seconds (rare but al...
- Thu Sep 01, 2016 3:56 pm
- Forum: Gameplay Help
- Topic: How to make trains pick an open waiting bay
- Replies: 15
- Views: 6974
Re: How to make trains pick an open waiting bay
Ah, I see. Yes that would probably do it, are routes only calculated when a signal is passed? That would make sense, a train sitting there waiting probably isn't going to want to check every tick for a better route, that would stack up quickly on big networks. Not sure there's a way around this othe...
- Thu Sep 01, 2016 3:41 pm
- Forum: Ideas and Suggestions
- Topic: New logitic chest type: construction requester chest
- Replies: 7
- Views: 1952
Re: New logitic chest type: construction requester chest
Construction bots also replace any destroyed entities. If you've got a requester chest for buildling an outpost or a base or something that you expect to be full because it contains exact quantities or something, but construction bots keep stealing it? Idk but I guarantee someone will have issue wit...
- Thu Sep 01, 2016 3:26 pm
- Forum: Ideas and Suggestions
- Topic: Refinery Fire
- Replies: 2
- Views: 814
Re: Refinary Fire
Especially a problem as refineries and many chem plant recipes do not use inserters, though I don't know how you would avoid this. A brighter fire on the refinery would help but what about chem plants? Something like bellows or a pump would seem out of place, and I would be worried if a chem plant m...
- Thu Sep 01, 2016 3:20 pm
- Forum: Gameplay Help
- Topic: How to make trains pick an open waiting bay
- Replies: 15
- Views: 6974
Re: How to make trains pick an open waiting bay
I don't normally have a problem with this, however I don't see why you would need a chain signal there. Would a normal signal not suffice?
Also is that a signal behind the train just leaving the waiting bay? Can't quite see but I assume so otherwise the other signals' status wouldn't make sense.
Also is that a signal behind the train just leaving the waiting bay? Can't quite see but I assume so otherwise the other signals' status wouldn't make sense.
- Thu Sep 01, 2016 3:16 pm
- Forum: General discussion
- Topic: Low game performance?
- Replies: 13
- Views: 9153
Re: Low game performance?
What is your processor btw? APUs don't tend to perform so well in high-demand games and when you've got a thousand entities moving on the screen Factorio can certainly get pretty graphics intensive. It's completely unplayable with any settings on my 512MB quad card, I get about 1-2 FPS, even the 1.5...
- Thu Sep 01, 2016 2:27 pm
- Forum: Modding help
- Topic: Multiple equipment grids possible?
- Replies: 2
- Views: 1155
Re: Multiple equipment grids possible?
Could you have an item in your equipment grid... with its own equipment grid? o_O
- Thu Sep 01, 2016 2:25 pm
- Forum: Gameplay Help
- Topic: What are the priorities for the train leave conditions?
- Replies: 21
- Views: 6009
Re: What are the priorities for the train leave conditions?
In some ways yes, in other ways no. For example if you wanted it to trigger when EITHER A or B are > 0 (but NOT both): A > 0 AND B < 1 OR A < 1 AND B > 0 Old system.. not even sure it's possible without adding combinators. Bit too burned out atm to think that much but it's not a simple solution.