Search found 272 matches
- Mon Oct 08, 2018 8:23 am
- Forum: Gameplay Help
- Topic: Train sheduling
- Replies: 17
- Views: 4499
Re: Train sheduling
So i may found the correct solution for this problem....... I place a rail-signal just behind the delivery station and link that with the chests. Set a decider-combinator which check if any of the chests drop below 1 and then give out a signal to open the railsignal. 2018-10-08 10_15_57-Factorio 0.1...
- Tue Sep 25, 2018 10:44 pm
- Forum: Gameplay Help
- Topic: Main Bus Limitations - help a newb
- Replies: 8
- Views: 2765
Re: Main Bus Limitations - help a newb
Also any other ideas on how to set up a base / megabase ? Most of the essential research is done....I don't want to restart my game and re-research everything again :oops: So my general idea / hint is just play along, try things out optimize, learn and play. It's a game and the focus should be on f...
- Mon Sep 24, 2018 8:10 am
- Forum: Ideas and Suggestions
- Topic: New Achievement Ideas
- Replies: 120
- Views: 36921
Achievment suggestions
TL;DR additional Achievments What ? Long-Run-Achievement A train-loco runs a certain distance in the game, like 1.000.000 tiles (or whatsoever) Tourist-attraction-Achievement: Station is visited X times ( like 1000) Old faitful-Achievement: As we use inserters, there should also a achievment of a s...
- Mon Sep 24, 2018 7:47 am
- Forum: Gameplay Help
- Topic: Train sheduling
- Replies: 17
- Views: 4499
Re: Train sheduling
I come up with an solution which adds an intermediate storage. An additional supplier train will feed this intermediate storage, thouse only make a cycle if the intermediate storage will run low (empty train). The actual to be supplytrain will take the thinks from the intermediate storage and delive...
- Sat Sep 22, 2018 8:11 am
- Forum: Gameplay Help
- Topic: Train sheduling
- Replies: 17
- Views: 4499
Re: Train sheduling
What matters is how many enabled stations are on a train's route. If there is only one enabled station on a train's route, the train will go to that station and wait until another station becomes enabled. Yes but i can't close my supplier stations, because other trains will need also some supplys
- Sat Sep 22, 2018 6:58 am
- Forum: Gameplay Help
- Topic: Train sheduling
- Replies: 17
- Views: 4499
- Fri Sep 21, 2018 3:36 pm
- Forum: Gameplay Help
- Topic: Train sheduling
- Replies: 17
- Views: 4499
Re: Train sheduling
Use the circuit network to turn off the expansion train stop when it has enough supplies. Details: 1. Make a constant combinator listing all the supplies you want, but with negative numbers. 2. Connect this combinator to your chests and train stop with red wire. 3. Set the train stop, Mode of opera...
- Fri Sep 21, 2018 1:40 pm
- Forum: Gameplay Help
- Topic: Train sheduling
- Replies: 17
- Views: 4499
Train sheduling
hello, i have a problem - nai to big a word but i want to solve it..... i don't use roboports for my base, but i want play around with automatic bordersecuring and expansion and so on, later maybe to use the experience for a megabase So there is not a roboport net available and i want to prevent the...
- Mon Sep 10, 2018 8:36 pm
- Forum: General discussion
- Topic: Vanilla mine/train/smelter strategies - what and why?
- Replies: 28
- Views: 23230
Re: Vanilla mine/train/smelter strategies - what and why?
I don't consider me very experienced (around 500h, still my first map) (vanilla with some later interesting mods added, but all not game-changing, or so i think), but my playthrough hat worked out very well for me.... Firstly i mined the batches and some nearby fields without rails,setting up the fi...
- Tue Sep 04, 2018 11:22 am
- Forum: Gameplay Help
- Topic: How to use network signals over long distances ?
- Replies: 3
- Views: 1832
Re: How to use network signals over long distances ?
I have wired the Tank to the unloading station of the sufluric acid. The Station is only active when tank falls below a certain volume (around a full train tank) In my sulfur-factory is the waiting sulfuric-acid-train waiting for any station which gets active. Works like a charm for currently 8 mini...
- Mon Aug 13, 2018 5:49 pm
- Forum: Gameplay Help
- Topic: New Map / larger preview
- Replies: 0
- Views: 721
New Map / larger preview
As the recent Game+ discussion keept me some thinking about starting a new game with some tech and goodies. Additional the map itself should be more difficult, so as the first game is a 'normal' i tried to generate a more watery world (also to make good use of the Hoovercraft and Cargoship mod), but...
- Mon Aug 13, 2018 3:44 pm
- Forum: Gameplay Help
- Topic: Is it possible to input balance a single belt's lanes?
- Replies: 30
- Views: 96137
Re: Is it possible to input balance a single belt's lanes?
I i have a given input and thous it will be symetrically placed on the single belt. IF the drain is unsymetrically and the input can't cope with the drain there is in my opinion no way you can solve this.... if the input can cope with the drain, but a side of the belt is chocked then with the single...
- Mon Aug 13, 2018 2:43 pm
- Forum: Gameplay Help
- Topic: Is it possible to input balance a single belt's lanes?
- Replies: 30
- Views: 96137
Re: Is it possible to input balance a single belt's lanes?
Why do you all make it so complicated ?
I just use a splitter and merge the two ways into a single belt....
There is no ned for the subway-belts
I just use a splitter and merge the two ways into a single belt....
There is no ned for the subway-belts
- Tue Aug 07, 2018 11:32 am
- Forum: General discussion
- Topic: Game+ in Factorio?
- Replies: 17
- Views: 6706
Re: Game+ in Factorio?
for me game+ mod only makes sense if you add some research after the Rocket to leave the planet (ie SpaceScience) just to leave with an much big computer to store all the information. But the new Crash needs to be a map which need to be defentively harder to play ( ie. more aggresive biters, a more ...
- Sat Jul 21, 2018 7:21 am
- Forum: Ideas and Suggestions
- Topic: Empty artillery shells castings
- Replies: 2
- Views: 1049
Re: Empty artillery shells castings
It would probably help to explain what, exactly, would be fun about this idea. (Personally, nothing comes to mind.) i envision for every shot of the arillery a empty casting or cartige thats would be ejected from and could pile up beside the artillery, maybe even making the area unpassable so that ...
- Fri Jul 20, 2018 12:36 pm
- Forum: Ideas and Suggestions
- Topic: Empty artillery shells castings
- Replies: 2
- Views: 1049
Empty artillery shells castings
TL;DR drop the casting of the shell when firing a canon What ? Drop for each fired shell a empty casting beside the train so it could eventually clogging the rail/artillery. Why ? as i find the aritllery very powerful and easy to handle i think you could make it a little more demanding to prevent o...
- Wed Jul 18, 2018 9:28 am
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 31962
Re: [0.16] Logistic Carts
This is probably a silly idea but perhaps a radar module for the equipment grid? Could reveal a small area on the map around the cart (in case radars arent in range or missing) and make it possible to load the cart up with fuel to send off in a direction to explore? I tried this earlier for fun heh...
- Sat Jul 14, 2018 8:34 pm
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 31962
Re: [0.16] Logistic Carts
dorfl wrote:Nice
I rearranged some stuff in the latest release that will break your layout, but those group-specific tiles can be recreated with stickers.
certainly....
the two cart of the uran operation gone awol
had to search them
But its certainly a nice improvement... more clearly visible
- Sat Jul 14, 2018 6:46 pm
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 31962
Re: [0.16] Logistic Carts
and i found a nice use for the cart system..... as i want to minize the infrastructure for far out small patches like this small uran ore patch which is way off from pickup-trainstation...... 2018-07-14 20_19_30-Factorio 0.16.jpg Top left train pick up (was beside a large ore field lower bottom the ...
- Sat Jul 14, 2018 1:11 pm
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 31962
Re: [0.16] Logistic Carts
It would be a very slow rampage :) Some new stuff I'm having fun with in my test city blocks base: Edit: Or an armoured kamikaze cart as a crawling bomb? Slow depends on POI....... But yes some kamikaze cart loaded with explosives triggered by very first obstacle seems nice and i think it will be n...