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by Illiander42
Sun Mar 10, 2024 10:12 am
Forum: Ideas and Suggestions
Topic: Player Logistics
Replies: 5
Views: 550

Re: Player Logistics

DeadWalkingX wrote:
Sun Mar 10, 2024 3:09 am
Illiander42 wrote:
Sat Mar 02, 2024 2:43 pm
Here's the mod you want

https://mods.factorio.com/mod/player_re ... ing_layout
Regarding the mod you mention, I installed it and couldn't get it to work haha.
There's probably a fork that does then.
by Illiander42
Sun Mar 10, 2024 10:11 am
Forum: Ideas and Suggestions
Topic: More resource variation
Replies: 4
Views: 390

Re: More resource variation

But I'm not sure how much ore patch vatiation will matter. You just slap miners on everything inside your perimiter regardless, because ores are too close together for mining outposts even on the lowest frequency settings. And building anything on ore patches that isn't mines is blasphamy. I guess ...
by Illiander42
Sat Mar 09, 2024 7:48 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 160884

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

Floating point error:

Shown easily with the following setup:

Assembler 3s with 4 Prod 3s. 8 Speed 3 Beacons per assembler. 7.7 Vanilla Red Science per second should need 5 assemblers.

Helmod says 6. Floating point issue confirmed by asking for 7.69r Red Science per second.
by Illiander42
Sat Mar 09, 2024 6:01 pm
Forum: Gameplay Help
Topic: Exploring New Strategies for Efficient Smelting
Replies: 4
Views: 1309

Re: Exploring New Strategies for Efficient Smelting

What’s your preferred smelting setup and why? Standard Speedrunner stone/steel furnace arrays using inserters for coal early game. 14 electric furnaces in 8/8 beacon lines late game. How do you manage the balance between efficiency and pollution? Nuclear power and artillery ("Damn the torpedoe...
by Illiander42
Sat Mar 09, 2024 5:47 pm
Forum: Ideas and Suggestions
Topic: More resource variation
Replies: 4
Views: 390

Re: More resource variation

Ore generation being biome-influenced sounds cool. Especially with the new terrain generation. (I still want ore and biters at the ends of forest paths) But I'm not sure how much ore patch vatiation will matter. You just slap miners on everything inside your perimiter regardless, because ores are to...
by Illiander42
Fri Mar 08, 2024 2:27 pm
Forum: Ideas and Requests For Mods
Topic: Thematic art packs
Replies: 2
Views: 366

Re: Thematic art packs

That's absolutely mod territory, and very straightforward to to.

But its a lot of effort.
by Illiander42
Fri Mar 08, 2024 12:55 pm
Forum: General discussion
Topic: How do YOU use mining drills?
Replies: 96
Views: 9059

Re: How do YOU use mining drills?

In fact I would say a full belt will usually give you less ore per second A full belt is 15/30/45 ore per second, regardless of how you load it. A miner that is blocked is just wasted resources, hence why you should not overlap miners when the ore field is large enough to fill the belt without it. ...
by Illiander42
Thu Mar 07, 2024 9:15 am
Forum: General discussion
Topic: How do YOU use mining drills?
Replies: 96
Views: 9059

Re: How do YOU use mining drills?

mrvn wrote:
Wed Mar 06, 2024 11:07 pm
The amount of aliens you have to kill and mining outposts you have to build for N ore is also the same.
But not the ore per second.

Ore per second per outpost is the metric to use, since it gets you the most full belts with the fewest outposts.

Ore in the ground is ore you aren't using.
by Illiander42
Wed Mar 06, 2024 4:33 pm
Forum: General discussion
Topic: How do YOU use mining drills?
Replies: 96
Views: 9059

Re: How do YOU use mining drills?

You're getting a few things wrong. First off, all stations in both systems should have train limits and stackers. All stations should never have their train limit be above their stacker size. The main practical difference is in which station "owns" the trains. In a push system, the mines o...
by Illiander42
Wed Mar 06, 2024 8:45 am
Forum: General discussion
Topic: I made a thing. (4 way Overhead Rail intersection).
Replies: 15
Views: 2289

Re: I made a thing. (4 way Overhead Rail intersection).

How does this compare to a cloverleaf interchange? https://en.wikipedia.org/wiki/Cloverleaf_interchange Cloverleafs are terrible. You want something topologically equivilent to a stack interchange. (https://en.wikipedia.org/wiki/Stack_interchange) […] Sidenote: The stack won't happen anytime soon i...
by Illiander42
Wed Mar 06, 2024 8:43 am
Forum: General discussion
Topic: How do YOU use mining drills?
Replies: 96
Views: 9059

Re: How do YOU use mining drills?

Why not switch to a pull system, and have your trains assosiated with your unloaders, instead of your loaders? Because it is more complex, if you solve the problem that trains need some time to drive from one station to the other. If there is not enough buffer, it might happen a train doesn't arriv...
by Illiander42
Tue Mar 05, 2024 6:59 pm
Forum: General discussion
Topic: I made a thing. (4 way Overhead Rail intersection).
Replies: 15
Views: 2289

Re: I made a thing. (4 way Overhead Rail intersection).

How does this compare to a cloverleaf interchange? https://en.wikipedia.org/wiki/Cloverleaf_interchange Cloverleafs are terrible. You want something topologically equivilent to a stack interchange. (https://en.wikipedia.org/wiki/Stack_interchange) Also, useful mod for this: https://mods.factorio.co...
by Illiander42
Tue Mar 05, 2024 6:57 pm
Forum: General discussion
Topic: How do YOU use mining drills?
Replies: 96
Views: 9059

Re: How do YOU use mining drills?

Resource patches more far away are 60x60 tiles at maximum, so I created a blueprint in map editor that covers this area in a manner similar to your screenshot (miners next to each other, 1 tile space for power poles). At one end, there is a station in the blueprint including a waiting area for 2 ad...
by Illiander42
Tue Mar 05, 2024 6:51 pm
Forum: Gameplay Help
Topic: Can trains ever crash into gates across tracks?
Replies: 25
Views: 2797

Re: Can trains ever crash into gates across tracks?

How about if closed gates were treated as a wagon on the tracks?
by Illiander42
Tue Mar 05, 2024 6:48 pm
Forum: Ideas and Suggestions
Topic: record Planet names inside blueprints
Replies: 5
Views: 564

Re: record Planet names inside blueprints

SoShootMe wrote:
Tue Mar 05, 2024 5:44 pm
Illiander42 wrote:
Tue Mar 05, 2024 3:54 pm
+1 for getting examples of the new blueprint formatting before release.
Agreed, but a spec is worth an infinity of example blueprints.
A spec is good, but examples let you test.
by Illiander42
Tue Mar 05, 2024 3:54 pm
Forum: Ideas and Suggestions
Topic: record Planet names inside blueprints
Replies: 5
Views: 564

Re: record Planet names inside blueprints

+1 for getting examples of the new blueprint formatting before release.
by Illiander42
Mon Mar 04, 2024 6:32 pm
Forum: Ideas and Suggestions
Topic: Add the "out of network" warning triangle for any entity where a logistics connection has been configured
Replies: 5
Views: 413

Re: Add the "out of network" warning triangle for any entity where a logistics connection has been configured

Inserter set to activate based on logistics network instead of circuit network, but because it wasn't in a logistics network it was always off. They then spent a long, long time troubleshooting it without realising that it wasn't in a logistics network. So they want some form of indicator that an en...
by Illiander42
Sun Mar 03, 2024 10:23 am
Forum: Ideas and Suggestions
Topic: Player Logistics
Replies: 5
Views: 550

Re: Player Logistics

SoShootMe wrote:
Sun Mar 03, 2024 1:58 am
I've not tried the mod Illiander42 suggested but it looks good (aside from the fact it's not been updated for over three years, which makes various problems more likely).
It's been updated since the last major Factorio version, and it worked fine the last time I used it.
by Illiander42
Sat Mar 02, 2024 2:43 pm
Forum: Ideas and Suggestions
Topic: Player Logistics
Replies: 5
Views: 550

Re: Player Logistics

by Illiander42
Sat Mar 02, 2024 2:40 pm
Forum: Ideas and Suggestions
Topic: QoL Rename station/Spidertron Keypress with R
Replies: 1
Views: 149

Re: QoL Rename station/Spidertron Keypress with R

Why do you want to quickly rename stations?

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