Search found 78 matches
- Sat Dec 14, 2024 4:49 am
- Forum: Gameplay Help
- Topic: Bag of trains tutorial
- Replies: 25
- Views: 3794
Re: Bag of trains tutorial
I want the post to be helpful and useful and understanding why it's not landing is actually interesting to me and helpful. At some point when I'm feeling motivated I think I'll probably do an editing and formatting overhaul to make the post better based on your feedback.
I think what made it ...
- Wed Dec 11, 2024 9:22 pm
- Forum: Gameplay Help
- Topic: Bag of trains tutorial
- Replies: 25
- Views: 3794
Re: Bag of trains tutorial
Naw, it looks like this was my error: I was looking at your train schedule bits, without catching the outpost setup (IE: delivery stations calling, instead of having trains stocking up regardless of whether there was an existing call or not).
This differs from my usual setup, where the trains are ...
This differs from my usual setup, where the trains are ...
- Fri Dec 06, 2024 5:36 pm
- Forum: Gameplay Help
- Topic: Bag of trains tutorial
- Replies: 25
- Views: 3794
Re: Bag of trains tutorial
It is indeed confusing, as I don't see anything in the logic that prevents that loop from occurring if the unload stations are full...
The "fluid load" is open-ended (IE: no restrictions)
The "fluid wait" interrupts if there's no path to station (unload), with a 15 second timer to clear the waiting ...
The "fluid load" is open-ended (IE: no restrictions)
The "fluid wait" interrupts if there's no path to station (unload), with a 15 second timer to clear the waiting ...
- Fri Dec 06, 2024 4:24 am
- Forum: Gameplay Help
- Topic: 2.0 train interrupts, difficulty getting shunting/waiitng stations and parameterized drop
- Replies: 3
- Views: 398
Re: 2.0 train interrupts, difficulty getting shunting/waiitng stations and parameterized drop
Item wildcards can ONLY work once a train is loaded with an item. This means your choices are either:
1. Switch to circuit wildcards and use radars to send signals around.
2. Rename ALL of your loading stations to the same thing (for example I use "2x4 Loading" as my station name for cargo trains ...
- Thu Dec 05, 2024 10:35 pm
- Forum: Gameplay Help
- Topic: Bag of trains tutorial
- Replies: 25
- Views: 3794
Re: Bag of trains tutorial
Reading over your example, I'm a little confused about one thing:
With "fluid load" as your fixed stop, and the "fluid wait" station interrupt set to let the train clear after 15 seconds, if a train is full of fluid, and then goes to the wait station, 15 seconds pass, and it's released... Doesn't ...
With "fluid load" as your fixed stop, and the "fluid wait" station interrupt set to let the train clear after 15 seconds, if a train is full of fluid, and then goes to the wait station, 15 seconds pass, and it's released... Doesn't ...
- Thu Dec 05, 2024 5:46 am
- Forum: Gameplay Help
- Topic: 2.0 train interrupts, difficulty getting shunting/waiitng stations and parameterized drop
- Replies: 3
- Views: 398
2.0 train interrupts, difficulty getting shunting/waiitng stations and parameterized drop
So I've dug around, and am clearly not the only person who isn't getting it.
I'm many hours into a deathworld 2.0 run, still on Nauvis, 100% default generation, and am picking up all of my resources by train at this point (except space science of course).
I've named all of my resource supply ...
I'm many hours into a deathworld 2.0 run, still on Nauvis, 100% default generation, and am picking up all of my resources by train at this point (except space science of course).
I've named all of my resource supply ...
- Wed Nov 13, 2024 10:22 pm
- Forum: Balancing
- Topic: Please make trains able to run over evolved aliens
- Replies: 85
- Views: 42153
Re: Please make trains able to run over evolved aliens
... The thread is 7 years old... why necro it?BraveCaperCat wrote: Wed Nov 13, 2024 5:01 pm Note that this feature/balance request already applies in the 2020 trailer.
- Fri Sep 20, 2024 6:23 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 167
- Views: 48831
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
The freezing planet had flying enemies and among them were the jelly-like enemy from FFF-367, however since then these enemies have been dropped from the game. The last planet has a delicate mix of challenges and although we found a way to add enemies to the mix in an interesting way, it would ...
- Fri Sep 06, 2024 5:18 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 53076
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
What if personal lasers (and/or lasers in general) did more damage/damage ramped up the longer they were focused on a target?
I mean from a physics standpoint, it makes sense, you're heating up, weakening, and melting a path through 'em.
I mean from a physics standpoint, it makes sense, you're heating up, weakening, and melting a path through 'em.
- Fri Mar 15, 2024 6:52 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 42042
Re: Friday Facts #398 - Fulgora
Absolutely love the ruins. I remember there used to be a Factorio mod that added strewn ruins to discover, but IIRC it wasn't kept updated/compatible?
Are you referring to this one?
https://mods.factorio.com/mod/AbandonedRuins
It still works, afaik. I use it in my game plays without issue ...
- Fri Feb 16, 2024 7:20 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 42042
Re: Friday Facts #398 - Fulgora
Absolutely love the ruins. I remember there used to be a Factorio mod that added strewn ruins to discover, but IIRC it wasn't kept updated/compatible?
Does anyone else get Kenshi vibes from the structures? The rounded-ness, the desolate sand, the audio track?
Absolutely one of my favourite games ...
Does anyone else get Kenshi vibes from the structures? The rounded-ness, the desolate sand, the audio track?
Absolutely one of my favourite games ...
- Tue Jan 31, 2023 7:56 pm
- Forum: Ideas and Suggestions
- Topic: Personal logistics tweaks
- Replies: 0
- Views: 959
Personal logistics tweaks
Ok, so I'm probably ~50 hours into my second stab at Space Exploration (first one used Krastorio and a bunch of other mods, and I abandoned after getting lost regarding what to do some time back). I'm at the point where I'm actually in space/orbit, and I realized what a pain the number of items I ...
- Fri Nov 13, 2020 7:48 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 116066
Re: Friday Facts #363 - 1.1 is getting close
Good grief, these updates are gorgeous.
- Fri Aug 21, 2020 4:39 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 130512
Re: Friday Facts #360 - 1.0 is here!
I came here to express that same "awh :\" moment. The sadness when you realize FFF is over.
- Fri Aug 07, 2020 6:23 pm
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 114898
Re: Friday Facts #359 - Crash site: The beginning
What happens if you blueprint the crash site? 

- Fri Feb 14, 2020 5:30 pm
- Forum: News
- Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
- Replies: 57
- Views: 30448
Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect
Absolutely beautiful, well worth the effort!
- Fri Nov 08, 2019 7:10 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 93035
Re: Friday Facts #320 - Color correction
Just some attempted constructive criticism here. The new changes are welcome as far as I'm concerned, especially on the map views. Trees with actual different colors? Beautiful. Things do look a tad oversaturated/etc., but that said, the wooden boxes, and the stone tiles look distinctly worse under ...
- Sat Apr 13, 2019 11:12 pm
- Forum: Implemented Suggestions
- Topic: [0.15.5] No confirmation prompt on deleting a blueprint book
- Replies: 54
- Views: 22569
Re: [0.15.5] No confirmation prompt on deleting a blueprint book
With how insanely detail oriented the devs are, I'm blown away this hasn't been implemented.
Just ran across this thread, after you guessed it, nuking my entire BP book (by accident of course). Loaded last auto-save, but the BP's books are independent of the saves...
Checked the roaming/factorio ...
Just ran across this thread, after you guessed it, nuking my entire BP book (by accident of course). Loaded last auto-save, but the BP's books are independent of the saves...
Checked the roaming/factorio ...
- Tue Jan 29, 2019 11:09 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 94642
Re: Friday Facts #279 - Train GUI & Modern Spitter
It is great that this awesome game is still being developed and not only with a few changes that can be implemented easily but groundbreaking improvements and well-wrought balancing. BUT while I read so many posts about new stuff I ask myself the question WHEN will it be implemented? I am not ...
- Sat Jan 26, 2019 4:00 am
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 94642
Re: Friday Facts #279 - Train GUI & Modern Spitter
No station skipping conditions? I am truly disappointed...
Was a perfect opportunity but you just missed it...
Yes, this! For station skipping, a perfect use case is refueling stations! Or trains with multiple mine locations with the same name skip the stations if the wagons are already full ...