Search found 1498 matches

by Deadly-Bagel
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...
by Deadly-Bagel
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...
by Deadly-Bagel
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.
by Deadly-Bagel
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...
by Deadly-Bagel
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 ...
by Deadly-Bagel
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 ...
by Deadly-Bagel
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'...
by Deadly-Bagel
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...
by Deadly-Bagel
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.
by Deadly-Bagel
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...
by Deadly-Bagel
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...
by Deadly-Bagel
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.
by Deadly-Bagel
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...
by Deadly-Bagel
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...
by Deadly-Bagel
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...
by Deadly-Bagel
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...
by Deadly-Bagel
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.
by Deadly-Bagel
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...
by Deadly-Bagel
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
by Deadly-Bagel
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.

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