Search found 252 matches
- Thu Sep 05, 2024 9:31 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 206
- Views: 67294
Re: The order of construction
… The rendering cost and simulation cost to them is miniscule, and if it actually matters to your computer it might not be suited for Factorio in general. For my PC, the high load is not a problem. But for my nerves, it is a serious problem, waiting for the drones to bother to build what I need. It...
- Tue Sep 03, 2024 9:55 am
- Forum: Ideas and Suggestions
- Topic: Telling inserters where to place items on transport belts
- Replies: 32
- Views: 21501
Re: Manipulator – Which lane should I put it in, Which strip should I take it from
Some people would argue that this is part of the challenge of dealing with belts and inserters.
I'd be one of those people. Lane selection would trivialise part of the fun of the design process.
I'd be one of those people. Lane selection would trivialise part of the fun of the design process.
- Thu Aug 22, 2024 9:05 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: My future megabase
- Replies: 3
- Views: 399
Re: My future megabase
Depending on your target SPM, double the production, then double it again!
- Wed Aug 14, 2024 8:59 am
- Forum: Railway Setups
- Topic: Intangir's Vanilla Train Network (w/ smart depo) v0.9
- Replies: 10
- Views: 10349
- Tue Aug 13, 2024 8:37 am
- Forum: Railway Setups
- Topic: Intangir's Vanilla Train Network (w/ smart depo) v0.9
- Replies: 10
- Views: 10349
Re: Intangir's Vanilla Train Network (w/ smart depo) v0.9
Stupid question, but what is the advantage to naiive system like follows: - Trains have schedule "pickup -> depot -> delivery -> depot" - Delivery and Pickup set their own train limit to 0 if they cant supply / have enough, otherwise it is 1 Train limits didn't exist back in 2019/2020 whe...
- Fri Jun 28, 2024 9:19 am
- Forum: Not a bug
- Topic: [1.1.107] Spidertron inventory filter bug
- Replies: 4
- Views: 404
Re: [1.1.107] Spidertron inventory filter bug
I logged the same thing a long time ago (can't find the original post), and apparently it's too much of a performance hit to auto-sort the Spidertron inventory.
- Fri Jun 28, 2024 9:12 am
- Forum: Ideas and Requests For Mods
- Topic: Can you help me?
- Replies: 1
- Views: 214
Re: Can you help me?
I haven't used it myself, but this might help: https://mods.factorio.com/mod/FARL
However, I suggest you still learn how the rail system works first. You can probably still make a "bad" rail network with this mod, as I believe that you need to design the blueprints that FARL will put down.
However, I suggest you still learn how the rail system works first. You can probably still make a "bad" rail network with this mod, as I believe that you need to design the blueprints that FARL will put down.
- Sun Jun 23, 2024 3:25 am
- Forum: Gameplay Help
- Topic: Is this 8 belt balancer efficient?
- Replies: 9
- Views: 1181
Re: Is this 8 belt balancer efficient?
If you put a splitter either before (and/)or after the double-splitter in the middle, you will at least get some mixture between the two sides. And I assume the yellow belts will be updated to red...
- Tue Jun 11, 2024 10:08 am
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 390
- Views: 48810
Re: Friday Facts #414 - Spoils of Agriculture
Green and especially blue science takes a god-awful amount of time to produce, especially at a small scale. And modules don't help much. Then increase the scale. That's the core challenge of this game :) Also judging by the screenshots (fix:) purple and yellow science (as we know them today) are go...
- Wed May 22, 2024 10:51 am
- Forum: Gameplay Help
- Topic: Building beautifully
- Replies: 1
- Views: 479
Re: Building beautifully
This might give you some inspiration: https://www.youtube.com/watch?v=pM5yo95 ... oo6-07kaJk
- Sun Apr 28, 2024 3:16 am
- Forum: Gameplay Help
- Topic: Train blueprints
- Replies: 10
- Views: 2625
Re: Train blueprints
You may or not may not be aware of the debug feature (<F4> by default) that can enable the map grid-lines. The dark grid-lines are the "chunks" (32 x 32 squares), so one approach is if you make all your blueprints to take up and fit in full chunks (1x1, 1x2, 1x3, 2x2, etc), then you know c...
- Sat Apr 06, 2024 5:37 am
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 24064
- Sat Mar 16, 2024 3:41 am
- Forum: Balancing
- Topic: Nerf barrels and buff liquid tanks!
- Replies: 21
- Views: 9443
Re: Nerf barrels and buff liquid tanks!
Bots can't move fluids but they can move barrels.AileTheAlien wrote: ↑Fri Mar 15, 2024 8:05 pmI actually don't even understand why barrels are in the game - they do the same thing as fluid-wagons or pipes and they're also overpowered.
- Mon Dec 18, 2023 10:18 am
- Forum: Ideas and Suggestions
- Topic: Placing roboports like a pole man!
- Replies: 2
- Views: 520
Re: Placing roboports like a pole man!
While I can see the merit of your suggestion, there are plenty of times one wishes to saturate an area with roboports (eg, around an unload station) and not being able to "tile" them would be annoying. Given roboports are regular placeable items - like assembly machines, furnaces - I think...
- Tue Dec 12, 2023 7:55 am
- Forum: Gameplay Help
- Topic: Artillery Wagon with Destination Full
- Replies: 7
- Views: 1161
Re: Artillery Wagon with Destination Full
I'm not sure what you mean about the inactivity. Artillery wagons on an automated train will only operate from when the train arrives at a stop until the wait conditions in the schedule allow it to leave. The fact a train may not move away from a stop when the wait conditions are met (eg because it...
- Tue Nov 14, 2023 8:29 am
- Forum: Ideas and Suggestions
- Topic: Roboport Improvements
- Replies: 17
- Views: 2107
Re: Roboport Improvements
Maybe I'll make a shameless plug and reshare my idea for an improvement to roboports.
viewtopic.php?f=6&t=64648
viewtopic.php?f=6&t=64648
- Fri Oct 27, 2023 9:15 am
- Forum: Minor issues
- Topic: Downgrade Assem to V1, still has module ghosts?
- Replies: 3
- Views: 1191
Re: Downgrade Assem to V1, still has module ghosts?
Fortunately, I did a search and found this issue before I reported it again! In my case, I had a Mk3 assembler ghost with 4 level 1 speed mods. I downgraded to a Mk2 and the 2 speed modules were delivered (after I hand-crafted them), and the module request icon remains. This is really confusing. 202...
- Sun Oct 15, 2023 12:39 am
- Forum: Ideas and Suggestions
- Topic: Player character color setup
- Replies: 4
- Views: 807
Re: Player character color setup
Do you mean this color picker?
Or do you mean as a game startup option?- Sun Sep 24, 2023 2:13 am
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 227
- Views: 63295
Re: Friday Facts #377 - New new rails
What about high-speed-tunnels (or -bridges) designed to traverse very long distances? They would ignore trees, cliffs, buildings, intersecting regular rails etc. and trains could reach a higher max velocity. As a trade-off, no train stops could be placed in them and you couldn't enter or get off a ...
- Tue Sep 12, 2023 9:05 am
- Forum: Ideas and Suggestions
- Topic: Seperate Overlay for Building Rarity
- Replies: 4
- Views: 825
Re: Seperate Overlay for Building Rarity
Alt-mode could be extended to allow the player to choose what to include/exclude, like the mini-map options.