Search found 25 matches

by Ormy
Wed Oct 09, 2019 8:28 pm
Forum: Logistic Train Network
Topic: Can I control multiple stations with one combinator?
Replies: 7
Views: 161

Re: Can I control multiple stations with one combinator?

A diode is setup in Factorio by using an arithmetic combinator set to "Each + 0 --> Each" or "Each * 1 --> Each" (Not sure which one, if either, is easier on UPS). Much like in electronics, this prevents any noise (e.g., from your station's contents) from coming back into the source (e.g., constant...
by Ormy
Tue Oct 08, 2019 5:39 pm
Forum: Logistic Train Network
Topic: Can I control multiple stations with one combinator?
Replies: 7
Views: 161

Re: Can I control multiple stations with one combinator?

You should be able to wire all of them to a single combinator. The problem would be that they would all be requesting the same items, and if you had significant resources available you would likely have multiple deliveries simultaneously, causing overstocking of items. Yes after thinking about it f...
by Ormy
Tue Oct 08, 2019 5:34 pm
Forum: This Forum
Topic: Please add mod portal to quick links
Replies: 0
Views: 64

Please add mod portal to quick links

Would it be possible to add a link to the mod portal in the quick links. Thanks
by Ormy
Tue Oct 08, 2019 2:17 pm
Forum: Logistic Train Network
Topic: Can I control multiple stations with one combinator?
Replies: 7
Views: 161

Can I control multiple stations with one combinator?

I'm building a high output modular base using various mods (schall machine scaling, larger stack size, many bot-boosting mods etc). Each 'module' produces a single item. So my green circuits module has copper wire and iron plate delivered by train to provider chests then bots transport from the stat...
by Ormy
Thu Jul 18, 2019 2:13 pm
Forum: News
Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
Replies: 144
Views: 12829

Re: Friday Facts #303 - Under 100 bugs (but still not stable)

Steam hasn't always been so compliant when customers ask for refunds, when they first got started there wasn't any customer service at all really as another poster has said. And these days its quite common for games to be buggy and obviously unfinished on release and missing tons of content which yo...
by Ormy
Tue Jul 09, 2019 11:10 am
Forum: General discussion
Topic: Should standing next to an active reactor harm player health?
Replies: 42
Views: 2248

Re: Should standing next to an active reactor harm player health?

Therefore the damage should not be based on proximity to certain buildings but proximity to U235/nuclear fuel/uranium fuel cells. Uranium 235 is not appreciably radioactive. It has a 700MY half life and doesn't require containment to remove the radiation hazard. Wow I can't believe I never actually...
by Ormy
Tue Jul 09, 2019 10:50 am
Forum: General discussion
Topic: Should standing next to an active reactor harm player health?
Replies: 42
Views: 2248

Re: Should standing next to an active reactor harm player health?

But what should really get you is the uranium being transported on open belts or in your pocket. This is along the lines of what I was thinking. I like the general idea of having to be careful of radiation damage to your character but it needs to be based on real life somewhat. Its not the reactors...
by Ormy
Tue Jun 18, 2019 1:15 pm
Forum: General discussion
Topic: Why i will never play 0.17
Replies: 38
Views: 6481

Re: Why i will never play 0.17

I only started playing at 0.17.3, I have about 500 hours in factorio so far.

I don't use the quickbar at all, gave it a go but couldn't get used to it. Opening inventory or using pipette tool every time works just fine for me.
by Ormy
Tue Jun 18, 2019 12:58 pm
Forum: News
Topic: Friday Facts #299 - Everything is more complex than expected
Replies: 52
Views: 9190

Re: Friday Facts #299 - Everything is more complex than expected

I'm not talking specifically about the particular rail situation pictured in fff, this is a general opinion regarding these type of situations. Nothing the user can do should ever crash the game, all game crashes are bugs that must be fixed (depending on severity of course). However, having trains c...
by Ormy
Sat Jun 15, 2019 4:32 pm
Forum: Gameplay Help
Topic: how many logistic/construction robots needed?
Replies: 20
Views: 2208

Re: how many logistic/construction robots needed?

As soon as you add another journey or other roboports to the same network, bots will dynamically switch between journeys/tasks as they are needed and also pause at different roboports to recharge along the way. It will be impossible to use a formula as there are a multitude of journeys and no way t...
by Ormy
Tue Jun 11, 2019 11:17 am
Forum: Gameplay Help
Topic: Automatically Refueling a Locomotive
Replies: 4
Views: 407

Re: Automatically Refueling a Locomotive

I use a dedicated train (LCCCC) that carries nuclear fuel cells from main base to each outpost in turn. Logistic bots then deliver fuel to requester chests at every station.
by Ormy
Tue Jun 11, 2019 11:09 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1028
Views: 125771

Re: Simple Questions and Short Answers

Question; How can I find out how many robots are waiting for recharge? I would like to be able to check on this to determine if I need to place more robotports, but I cannot find a way to do it without coming across a robotport with a circle of robots. Many thanks in anticipation. My solution is si...
by Ormy
Tue Jun 11, 2019 10:55 am
Forum: Gameplay Help
Topic: how many logistic/construction robots needed?
Replies: 20
Views: 2208

Re: how many logistic/construction robots needed?

The number of bots required and their energy consumption depends heavily on the length of the journeys they take which makes things very chaotic if there are many different journeys the bots can travel. Simple example, logistic network containing 1 roboport, , N bots, 1 requester chest and 1 provide...
by Ormy
Tue Jun 04, 2019 12:06 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 15743

Re: Friday Facts #297 - New resource icons

I think randomizing the resource icons is a great idea, but to be honest it still looks very repetitive to me. The reason is that one ore item is always represented by 4 ore chunks of almost equal size and then placed at the corners of a square. In the last picture it is most visible for copper and...
by Ormy
Mon Jun 03, 2019 9:51 am
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 15743

Re: Friday Facts #297 - New resource icons

New ores look great, can't wait to use them. I'm using the "better ore icons" mod (which looks quite similar to the new icons?) at the moment but will switch to the new vanilla ones when they are implemented.
by Ormy
Mon May 13, 2019 12:49 pm
Forum: General discussion
Topic: aliens needs multithreading :/
Replies: 40
Views: 4055

Re: aliens needs multithreading :/

I have a similar experience. All map generation biter-related settings are at default however I'm using some biter mods: Rampant, Schall Endgame Evolution and Swarmageddon. I have increased the spawn rate using Rampant settings. My factory is at around 300-400 SPM and I've launched 300-400 rockets (...
by Ormy
Mon May 13, 2019 10:26 am
Forum: Gameplay Help
Topic: Handling 7 Science Paks
Replies: 36
Views: 2964

Re: Handling 7 Science Paks

Use logistics bots?

All my science packs are fed to passive provider chests.

Then I have a single requester chest (requests 3 stacks of each science pack) feeding three research labs via 3 stack inserters. I blueprint this setup and copy it a several dozen times. Works great.
by Ormy
Thu May 02, 2019 8:51 am
Forum: General discussion
Topic: Dark sound effects for factorio .
Replies: 3
Views: 446

Re: Dark sound effects for factorio .

I agree, people often underestimate or fail to notice the effect that good quality sound effects have on the atmosphere and general 'feel' of a game or movie. I already use the mod 'slighty better sounds' but it only modifies sound effects for weapons and turrets. I find the background music in fact...
by Ormy
Thu May 02, 2019 8:30 am
Forum: General discussion
Topic: Chest type for assembler output. What do you use and why?
Replies: 24
Views: 1776

Re: Chest type for assembler output. What do you use and why?

I just use Passive Provider Chests and limiting the available slots to 1 to avoid overproducing items. Returned items go to my central storage area with filtered slots. It is not worth it to make it academic. ... And buffer chests should only be used exactly for what they were designed... buffering...
by Ormy
Wed May 01, 2019 10:34 am
Forum: News
Topic: Friday Facts #292 - Inching closer to stable
Replies: 41
Views: 7884

Re: Friday Facts #292 - Inching closer to stable

Just FYI, you can specify the used mod folder as a commandline argument to the game, for this I have multiple mod folders setup for different games I play. (One for Seablock, one for MultiPlayer, one for Creative, etc) each modfolder is completely separate from the others so you dont have to enable...

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