Search found 21 matches

by JasonCurnow
Fri Mar 12, 2021 4:41 am
Forum: Ideas and Suggestions
Topic: End game construction bot updates
Replies: 1
Views: 223

End game construction bot updates

I'm working on a massive train-based megabase using the "city block" concept. Each block is 4x4 chunks and it's looking like I'm going to need a grid of ~20X20 to make it all work. To top it all off, I'm trying to use solar to keep the UPS down. I really enjoy the planning and building, bu...
by JasonCurnow
Fri Mar 05, 2021 11:38 pm
Forum: Gameplay Help
Topic: Can't "mine" an lost construction robot over an ore field
Replies: 1
Views: 283

Can't "mine" an lost construction robot over an ore field

I had a robot network that I was tearing down. After I removed the last roboport, there were a number of construction robots that were just floating around. Normally when this happens you can just "mine" them to pick them up. In this particular case, the 'bots were floating above a copper ...
by JasonCurnow
Fri Mar 05, 2021 1:08 am
Forum: Energy Production
Topic: Recursive / self-deploying solar power
Replies: 0
Views: 663

Recursive / self-deploying solar power

I've seen a lot of blueprints and vague references to using the Recursive Blueprints mod to create self-expanding solar power farms but I'm not good enough with circuits and logic to really dig in as deep as I need to go to build one from scratch. I saw a lot of posts from people like myself wanting...
by JasonCurnow
Thu Mar 04, 2021 2:37 am
Forum: Show your Creations
Topic: Landfill blueprints over the EDGE of water bodies - It works with a shift-click!
Replies: 0
Views: 388

Landfill blueprints over the EDGE of water bodies - It works with a shift-click!

I've always used Landfillblueprints to cover up lakes and bodies of water. That's great, but I was always frustrated that laying down a blueprint with landfill didn't work when you laid it down near the edge of the lake where your water meets your land. I've always just done the middle of the water ...
by JasonCurnow
Thu Feb 25, 2021 9:33 pm
Forum: Ideas and Suggestions
Topic: Constructions robots get "lost" in unpowered roboports
Replies: 24
Views: 1551

Re: Constructions robots get "lost" in unpowered roboports

If you're building roboports at the maximum connected logistic zone distance from each other the construction zone of the existing roboport extends 3 tiles past the new roboport; that's enough to construct any regular electric pole but if you were using substations for power (like in many solar+rob...
by JasonCurnow
Thu Feb 25, 2021 9:24 pm
Forum: Ideas and Suggestions
Topic: Constructions robots get "lost" in unpowered roboports
Replies: 24
Views: 1551

Re: Constructions robots get "lost" in unpowered roboports

If you make a separate “construction grid” blueprint that contains power and roboports, construction should be much more quick. I tried to first construct the power and the bots this morning on a very large iron smelter build (~800 fully beaconed smelters) and it helped, but didn't really fix the p...
by JasonCurnow
Thu Feb 25, 2021 6:49 pm
Forum: Ideas and Suggestions
Topic: Constructions robots get "lost" in unpowered roboports
Replies: 24
Views: 1551

Re: Constructions robots get "lost" in unpowered roboports

ssilk wrote:
Thu Feb 25, 2021 7:17 am
I would change it so: robots should try to avoid parking in roboports, that have currently not enough power supply.
That's a better way to put it, yes. Thanks!
by JasonCurnow
Thu Feb 25, 2021 1:41 am
Forum: Ideas and Suggestions
Topic: Constructions robots get "lost" in unpowered roboports
Replies: 24
Views: 1551

Re: Constructions robots get "lost" in unpowered roboports

That's a good idea - Whitelist only roboports and power in one blueprint and then a 2nd blueprint with everything. I might try that for my next big build!

Regardless, I still don't think robots should stop in unpowered roboports and get lost.
by JasonCurnow
Thu Feb 25, 2021 1:40 am
Forum: Gameplay Help
Topic: When can I (safely) start with nuclear power?
Replies: 29
Views: 3480

Re: When can I (safely) start with nuclear power?

I'm glad you found it useful.. I tend to not mess with smart reactors, to be honest. The first one, maybe, but by the time you get a bunch of reactors going, you're probably going to need most of the power all the time. And remember - Launching your first rocket is JUST the beginning! There's a lot ...
by JasonCurnow
Thu Feb 25, 2021 12:46 am
Forum: Gameplay Help
Topic: generate resources on the map.
Replies: 3
Views: 657

Re: generate resources on the map.

You can also generate resources from the console (hit ~ to bring it up). Be sure to consider that entering a console command like this will disable all achievements. Yeah, it's probably "cheating" but I use this for really big megabases where it's not practical to fetch ore from all the ac...
by JasonCurnow
Tue Feb 23, 2021 11:12 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: 10k SPM bot-free train-heavy modular base
Replies: 8
Views: 3382

Re: 10k SPM bot-free train-heavy modular base

I just happened to run across this - Thanks for sharing, I like how you have structured your "city blocks". Seeing the scope of what you've done and how much of it is done with yellow belts is impressive! When you do end up expanding out to use resources "in the field" instead of...
by JasonCurnow
Tue Feb 23, 2021 10:38 pm
Forum: Modding help
Topic: Detect when a key is held down
Replies: 5
Views: 416

Re: Detect when a key is held down

Thank you very much for the rapid reply! You know, that makes me think of something.. I've always wanted a way to "run and keep running" with one keypress. Before I did the Blink mod, running a distance required constantly holding the key down and you can't switch to another window while l...
by JasonCurnow
Tue Feb 23, 2021 10:23 pm
Forum: Gameplay Help
Topic: When can I (safely) start with nuclear power?
Replies: 29
Views: 3480

Re: When can I (safely) start with nuclear power?

I'm kind of necroing an old topic and it's probably way too late for you, but perhaps not for others.. Steam power will take you a very long ways, especially once you can use blueprints to expand. Find a good spot near water and a big patch of coal and just start cranking out what you need for steam...
by JasonCurnow
Tue Feb 23, 2021 10:10 pm
Forum: Modding help
Topic: Detect when a key is held down
Replies: 5
Views: 416

Detect when a key is held down

I have a simple quality-of-live mod ( https://mods.factorio.com/mod/Blink ) that teleports you in a certain direction with shift or control-WASD. I made it since I got down to ~15 UPS with my first megabase and running was.. Painful. I've had a very good suggestion to make this mod work when the key...
by JasonCurnow
Tue Feb 23, 2021 9:30 pm
Forum: Ideas and Suggestions
Topic: Constructions robots get "lost" in unpowered roboports
Replies: 24
Views: 1551

Constructions robots get "lost" in unpowered roboports

Short bug: Construction robots will park in unpowered roboports and get "lost" until the roboport gets power. I'm building a large megabase (15K SPM) and I'm running into a problem with construction robots. I am building some massive projects (i.e. steel for purple science) and lay down my...
by JasonCurnow
Thu Jun 04, 2020 12:56 am
Forum: Gameplay Help
Topic: I want to edit TrainSchedule easily
Replies: 9
Views: 1558

Re: I want to edit TrainSchedule easily

This is a bit of an old thread, but I thought it was worth chiming in.. You might consider the add-on Logistics Train Network (LTN). It turns your rail network into a logistics network. Stations can request resources (like a requester chest) or provide resources (like a provider chest). LTN then sch...
by JasonCurnow
Thu Feb 22, 2018 11:36 pm
Forum: Not a bug
Topic: [.16.24] Bots won't perform tasks on very large blueprint.
Replies: 5
Views: 969

Re: [.16.24] Bots won't perform tasks on very large blueprint.

Just to confirm this, I just had the same thing happen - I dropped down a massive blueprint (10,000+ items to place). The construction bots did their thing for a while, but eventually they just kind of... Stopped. I had plenty of the materials they needed in passive provider chests (delivered by a &...
by JasonCurnow
Fri Jan 05, 2018 11:07 pm
Forum: Resolved Problems and Bugs
Topic: Logistic Robot issues - 0.16.3
Replies: 3
Views: 771

Re: Logistic Robot issues - 0.16.3

Wait, wait. I actually have to close Factorio? *grin*

I just restarted and it updated to 0.16.15 and it's working fine now, thanks for fixing this! My factory is much happier.
by JasonCurnow
Fri Jan 05, 2018 9:25 am
Forum: Resolved Problems and Bugs
Topic: Logistic Robot issues - 0.16.3
Replies: 3
Views: 771

Logistic Robot issues - 0.16.3

I've noticed some very odd issues with logistics robots, primarily related to distance. Some examples: I have a yellow science factory. It has PLENTY of copper cable (76K stored in the logistics network, primarily in passive provider chests) and I have requester chests for my yellow assembling machi...
by JasonCurnow
Thu Jan 04, 2018 11:18 pm
Forum: Ideas and Suggestions
Topic: Change behavior of rail signals in looped/circular rails
Replies: 0
Views: 315

Change behavior of rail signals in looped/circular rails

I just spent most of a very frustrating day trying to figure out rail signals based on videos and tutorials with no luck. I have a big rail loop between all of my distributed factories and sites. When I went to add another train to the loop I put in some signals around one station. Much to my surpri...

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