Search found 31 matches
- Sun Oct 19, 2025 6:08 am
- Forum: Ideas and Suggestions
- Topic: Palletization - A Way to Make Trains Relevant in the Late Game
- Replies: 14
- Views: 723
Re: Palletization - A Way to Make Trains Relevant in the Late Game
If there is no “Pallet item” involved then it is not really palletization per se;
Those are implementation details that we are specifically told in the how to use section of this forum to keep out of our suggestions. Worrying about implementation details of a non-existent feature is not really ...
- Sat Oct 18, 2025 8:52 pm
- Forum: Ideas and Suggestions
- Topic: Palletization - A Way to Make Trains Relevant in the Late Game
- Replies: 14
- Views: 723
Re: Palletization - A Way to Make Trains Relevant in the Late Game
It is only intended as a point of comparison - I am assuming that Pallets would use a similar set of mechanics.
The “handling” of the Barrel item adds extra Logistics challenges:
The empty barrel must be crafted before any movement can occur
Constant supply of barrels is required or the chain ...
- Sat Oct 18, 2025 5:50 pm
- Forum: Ideas and Suggestions
- Topic: Palletization - A Way to Make Trains Relevant in the Late Game
- Replies: 14
- Views: 723
Re: Palletization - A Way to Make Trains Relevant in the Late Game
As a Logistics comparison, remember that Barrels exist in Vanilla, and they SUCK! They existed before Fluid Wagons to enable Train movement of Fluids, and were simply never removed... they are still necessary to move Fluids through Space (eg, Fluoroketone). I do not see how item-based Pallets ...
- Fri Oct 17, 2025 5:13 pm
- Forum: Ideas and Suggestions
- Topic: Palletization - A Way to Make Trains Relevant in the Late Game
- Replies: 14
- Views: 723
Re: Palletization - A Way to Make Trains Relevant in the Late Game
Maybe instead of palletization, just have a car / tank crane to load / unload vehicles with inventory to / from trains? I mean in real world trains are used to carry cars. Currently cars / tanks can be transported with belts but are really clumsy at it, so it provides a meaningful way to load ...
- Wed Oct 15, 2025 6:43 pm
- Forum: Ideas and Suggestions
- Topic: Alow changing the level of logical blocks in schedule
- Replies: 5
- Views: 474
Re: Alow changing the level of logical blocks in schedule
I think the best solution to this problem would be to add the ability to create custom, named condition blocks, kinda similar how we can create and name train interrupts.
That way we could create our own logic block, for example "All Vulcanus requests satisfied", and use that instead of checking ...
That way we could create our own logic block, for example "All Vulcanus requests satisfied", and use that instead of checking ...
- Wed Oct 15, 2025 2:50 pm
- Forum: Ideas and Suggestions
- Topic: Palletization - A Way to Make Trains Relevant in the Late Game
- Replies: 14
- Views: 723
Palletization - A Way to Make Trains Relevant in the Late Game
TL;DR
Introduce a form of compressing items on trains (not transportable by other means) as a way to keep train transportation relevant in the late game
Why?
In Space Age, with the introduction of the Turbo Belts and belt stacking, belt throughput is increased through the roof. So much so ...
Introduce a form of compressing items on trains (not transportable by other means) as a way to keep train transportation relevant in the late game
Why?
In Space Age, with the introduction of the Turbo Belts and belt stacking, belt throughput is increased through the roof. So much so ...
- Fri Nov 01, 2024 7:56 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 173
- Views: 50276
Re: Add option for mixed Quality in Assemblers
The more I think about this, the more I think that if mixed quality inputs are allowed, then the assemblers must be able to make multiple quality ingredients at the same time, otherwise factories would bottleneck over time:
Imagine a blue chip line, fed by mostly common green chips, but ...
Imagine a blue chip line, fed by mostly common green chips, but ...
- Fri Nov 01, 2024 7:39 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 173
- Views: 50276
Re: Add option for mixed Quality in Assemblers
1/ productivity-quality exploit. During development there was an option for any quality recipe where a base rolled quality was lowest quality of provided ingredients. There was however exploit when using productivity modules: a machine could be fed normal quality ingredients that would "charge ...
- Thu Oct 31, 2024 1:27 pm
- Forum: Ideas and Suggestions
- Topic: Please add a button to add a new blueprint parameter variable
- Replies: 57
- Views: 14294
Re: Please add a button to add a new blueprint parameter variable
Yes please, using fake constant combinator variables is a pain
- Wed Oct 30, 2024 5:01 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 173
- Views: 50276
Re: Ability to craft lower quality with higher quality
But if it would also have to consider the input qualities to determine an average quality then things get complex for every single item that is crafted. Every single time it would have to calculate a new probability depending on the combination of ingredient quality, further deluded by the quality ...
- Wed Oct 30, 2024 4:18 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 173
- Views: 50276
Re: Ability to craft lower quality with higher quality
I just wanted to suggest something similar, glad I searched for it first. My motivation came when I saw that if I put quality modules into my copper cable production, it clogs up the Green Circuit production, because the GC assembler can't accept quality cables, and I need quality iron plates to use ...
- Sat Jul 06, 2019 8:16 pm
- Forum: Railway Setups
- Topic: Rail bridge interchange with no shared track (rail bridges mod)
- Replies: 17
- Views: 11408
Re: Rail bridge interchange with no shared track (rail bridges mod)
chain signals can make trains repath, that why we put chain signals at the entry of Stackershansjoachim wrote: Fri Jul 05, 2019 10:47 pm Why have you placed chainsignals? You don't need any of them.
- Fri Jun 28, 2019 10:10 pm
- Forum: Combinator Creations
- Topic: Vanilla Wifi
- Replies: 11
- Views: 6808
Re: Vanilla Wifi
I ran into the exact same issue when I was sending signals by hand, which turned off the transmitter stations for longer periods of time, but I am now turning off the transmitter station for a single tick only, and that seems to help a ton. Since both the transmitter and receiver stations are named ...
- Fri Jun 28, 2019 3:46 pm
- Forum: Combinator Creations
- Topic: Vanilla Wifi
- Replies: 11
- Views: 6808
Re: Vanilla Wifi
...the states where the trains is not in the station is limited to last only 3 ticks else you have to manually reset a train ( opening the gui) , or use a clock
Ahhh, so thats why I had trouble with manually sending data at the start! I solved that part by a clock pulsing the receiver stations ...
- Fri Jun 28, 2019 8:18 am
- Forum: Combinator Creations
- Topic: Vanilla Wifi
- Replies: 11
- Views: 6808
Re: Vanilla Wifi
oh, I didnt know that 
Why wouldnt it work with unconnected stations, though?

Why wouldnt it work with unconnected stations, though?
- Fri Jun 28, 2019 7:44 am
- Forum: Combinator Creations
- Topic: Vanilla Wifi
- Replies: 11
- Views: 6808
Vanilla Wifi
Uses trains parked at receiver stations to send data, it is not a system with trains going in a loop to send data, the trains never move. The concept is based on a reddit post I saw a few days ago. See reddit post for more info and a short demo vid:
https://www.reddit.com/r/factorio/comments/c6dk3a ...
https://www.reddit.com/r/factorio/comments/c6dk3a ...
- Sat Jan 27, 2018 8:27 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1091398
Re: 4-way intersections: Throughput and deadlocks [image heavy]
The problem to overcome I think would be to make sure trains that started slowing down for the intersection, but the circuit controlled light turned back green would not break the intersection due to that train arriving earlier than expected.
Not sure I understand you correctly. The circuit ...
Not sure I understand you correctly. The circuit ...
- Wed Jan 24, 2018 8:50 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1091398
Re: 4-way intersections: Throughput and deadlocks [image heavy]
The problem to overcome I think would be to make sure trains that started slowing down for the intersection, but the circuit controlled light turned back green would not break the intersection due to that train arriving earlier than expected.
- Thu Jan 18, 2018 10:28 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1091398
Re: 4-way intersections: Throughput and deadlocks [image heavy]
- How should I connect my huge train stations of my main base to this 4-way intersection?
I think the safest way by far is to have one (or more) of the exits of an intersection be used for the train stops, allowing no through traffic.
- How should I design the rail tracks between two of ...
- Sat Nov 25, 2017 8:36 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1091398
Re: 4-way intersections: Throughput and deadlocks [image heavy]
The "I don't know what to call this - Mk. 1"
This is somewhat of a roundabout while somewhat not. Trains can only go straight and right, but can turn around after the intersection, so a right turn can either be straight, then right or right, then straight. I have no idea if this will deadlock or ...
This is somewhat of a roundabout while somewhat not. Trains can only go straight and right, but can turn around after the intersection, so a right turn can either be straight, then right or right, then straight. I have no idea if this will deadlock or ...