I love this!
I had a similar issue with overengineering train stations which i wired to check supply and demand of whatever they were loading or unloading. And quickly figured I can't do a generic solution for each product in the game and doing all of them by hand would take forever (It would also ...
Search found 14 matches
- Fri Feb 02, 2024 2:29 am
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 144
- Views: 52321
- Thu Dec 03, 2020 6:46 pm
- Forum: Gameplay Help
- Topic: Train not moving
- Replies: 7
- Views: 3287
Re: Train not moving
There is a general rule that helps in cases like this:
Ensure that your main rails have no stations on them. Placed station is counted as quite a big penalty for trains and it will cause strange behavior like the one observed here.
(Just add one more rail going above the station = train will be ...
- Thu Dec 03, 2020 6:32 pm
- Forum: Gameplay Help
- Topic: Train not moving
- Replies: 7
- Views: 3287
Re: Train not moving
https://wiki.factorio.com/Railway/Train_path_finding
Those are the rules that define which path is preferred.
From what i see on your picture i would tend to think that the cyan train cause a penalty to the path, but not a big one. Unless you manually set it to manual mode, in this case the ...
- Thu Dec 03, 2020 3:17 pm
- Forum: Gameplay Help
- Topic: Train not moving
- Replies: 7
- Views: 3287
Train not moving
Situation:
In this specific scenario the magenta train refuses to move to the magenta station on the right. Even though the blocks are free and the station enabled.
The cyan train isn't moving to the cyan station to the right because it is disabled.
Observations:
the magenta train attempts ...
In this specific scenario the magenta train refuses to move to the magenta station on the right. Even though the blocks are free and the station enabled.
The cyan train isn't moving to the cyan station to the right because it is disabled.
Observations:
the magenta train attempts ...
- Sun Nov 29, 2020 4:47 pm
- Forum: Ideas and Suggestions
- Topic: Request to Be Able to Move Pollution Manually
- Replies: 3
- Views: 1235
Re: Request to Be Able to Move Pollution Manually
How about simply disabling pollution?
- Sun Nov 29, 2020 2:26 pm
- Forum: Ideas and Suggestions
- Topic: Better use of trash slots
- Replies: 7
- Views: 5864
Re: Better use of trash slots
The only thing I could see them adding would be to allow you to use them only if you had the open slots in your actual inventory, but I expect that'd be a coding nightmare and I wouldn't want to be in charge of it's QA.
Coding it should be pretty easy. I imagine it would be a one liner to find ...
- Sun Nov 29, 2020 2:22 pm
- Forum: Ideas and Suggestions
- Topic: Better use of trash slots
- Replies: 7
- Views: 5864
Re: Better use of trash slots
It's not that I want more inventory space per se, though I admit that the maximum you can get in vanilla is a bit lacking, especially since blueprints and marking tools also take up inv space, those could deserve an inventory of their own or something.
What bothers me is the sillyness of needing ...
- Thu Aug 20, 2020 4:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Crash on loading Blueprint String missing a JSON key-value pair ("index":0)
- Replies: 2
- Views: 3884
- Thu Aug 20, 2020 10:28 am
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Crash on loading Blueprint String missing a JSON key-value pair ("index":0)
- Replies: 2
- Views: 3884
[1.0.0] Crash on loading Blueprint String missing a JSON key-value pair ("index":0)
In an effort to preserve my own time and sanity during multiplayer games I wrote a Haskell library for reading exported BP-Strings, decoding, decompressing, modifying, re-compressing and re-encoding them for finally importing them back into the game again.
While doing so, I created a new blueprint ...
While doing so, I created a new blueprint ...
- Thu May 28, 2020 7:07 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Female Character
- Replies: 23
- Views: 21916
Re: Female Character
Well I stand corrected.Koub wrote: Mon May 25, 2020 5:21 am I've seen this on the mod portal : https://mods.factorio.com/mods/aspd199/artsGirlClothing
Haven't had the opportunity to test it though.
Thank you Koub, this is kinda cool.
- Sun May 24, 2020 10:19 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Female Character
- Replies: 23
- Views: 21916
Re: Female Character
My (former) girlfriend wanted a princess skin.
I told her that ain't happening.
I told her that ain't happening.

- Sun May 24, 2020 8:50 pm
- Forum: Ideas and Suggestions
- Topic: Modify train pathfinding penalty/heuristic of stations
- Replies: 0
- Views: 943
Modify train pathfinding penalty/heuristic of stations
TL;DR
Add an option to add/alter/remove penalties from stations (and possibly other elements)
What?
As far as I know, trains prefer paths that are "short" according to some penalty based heurisic system.
Among other things, trains are dissuaded from using tracks that have stations on them in ...
Add an option to add/alter/remove penalties from stations (and possibly other elements)
What?
As far as I know, trains prefer paths that are "short" according to some penalty based heurisic system.
Among other things, trains are dissuaded from using tracks that have stations on them in ...
- Sun May 24, 2020 5:25 pm
- Forum: Ideas and Suggestions
- Topic: Better use of trash slots
- Replies: 7
- Views: 5864
Re: Better use of trash slots
I can explain why it is like that.
Trash is items that you've abandoned for your bots to dispose of.
The main advantage of trash is that they do not take up inventory space.
This allows you to clear forests, or chests filled with more items that would fit into your inventory space alone.
Now if you ...
Trash is items that you've abandoned for your bots to dispose of.
The main advantage of trash is that they do not take up inventory space.
This allows you to clear forests, or chests filled with more items that would fit into your inventory space alone.
Now if you ...
- Wed Jan 17, 2018 11:10 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 482015
Re: Friday Facts #225 - Bots versus belts (part 2)
I agree with everything Twinsen and Klonan said.
And I love the splitter upgrade.
I suppose you could always add an easy mode where bots have no limits. And while we're at it, enabled from minute one.
So that creative people doing creative bot bases can stay creative.
But for the players who want ...
And I love the splitter upgrade.
I suppose you could always add an easy mode where bots have no limits. And while we're at it, enabled from minute one.
So that creative people doing creative bot bases can stay creative.
But for the players who want ...