There's probably a fork that does then.DeadWalkingX wrote: ↑Sun Mar 10, 2024 3:09 amRegarding the mod you mention, I installed it and couldn't get it to work haha.Illiander42 wrote: ↑Sat Mar 02, 2024 2:43 pmHere's the mod you want
https://mods.factorio.com/mod/player_re ... ing_layout
Search found 510 matches
- Sun Mar 10, 2024 10:12 am
- Forum: Ideas and Suggestions
- Topic: Player Logistics
- Replies: 5
- Views: 550
Re: Player Logistics
- 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 ...
- 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.
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.
- 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...
- 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...
- 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.
But its a lot of effort.
- 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. ...
- 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?
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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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?
- 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
A spec is good, but examples let you test.SoShootMe wrote: ↑Tue Mar 05, 2024 5:44 pmAgreed, but a spec is worth an infinity of example blueprints.Illiander42 wrote: ↑Tue Mar 05, 2024 3:54 pm+1 for getting examples of the new blueprint formatting before release.
- 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.
- 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...
- Sun Mar 03, 2024 10:23 am
- Forum: Ideas and Suggestions
- Topic: Player Logistics
- Replies: 5
- Views: 550
Re: Player Logistics
It's been updated since the last major Factorio version, and it worked fine the last time I used it.
- Sat Mar 02, 2024 2:43 pm
- Forum: Ideas and Suggestions
- Topic: Player Logistics
- Replies: 5
- Views: 550
- 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?