## Search found 42 matches

Sun Jan 23, 2022 1:25 am
Forum: Gameplay Help
Topic: Combinator Help - Even Distribution of Trains and Priority Levels on Stations
Replies: 11
Views: 821

### Re: Combinator Help - Even Distribution of Trains and Priority Levels on Stations

I'll respond to more of the comments later when I have more time, but I did want to reply to a couple things right now. Real life priorities get in the way of this game too much... I would like to mention a different approach. If you focus on even or prioritized delivery to unloading stations, you m...
Sat Jan 22, 2022 4:39 am
Forum: Gameplay Help
Topic: Combinator Help - Even Distribution of Trains and Priority Levels on Stations
Replies: 11
Views: 821

### Re: Combinator Help - Even Distribution of Trains and Priority Levels on Stations

So part of my thought process was dividing by 10000 to get the P3 values. I tried that same logic for the P2 values by dividing by 100, but I had to ignore any digits on the left (if it was more than two digits) and I don't remember how I made that work, maybe I separately divided by 10000 to get th...
Sat Jan 22, 2022 2:29 am
Forum: Gameplay Help
Topic: Combinator Help - Even Distribution of Trains and Priority Levels on Stations
Replies: 11
Views: 821

### Re: Combinator Help - Even Distribution of Trains and Priority Levels on Stations

I might play around with the binary system when I have time. I still need to do more testing, but it seems to be expanding well with the P1 stations in my main world. The help I'm looking for is an explanation of how my current solution is working since I can't make sense of what I did. You probably...
Sat Jan 22, 2022 1:14 am
Forum: Gameplay Help
Topic: Combinator Help - Even Distribution of Trains and Priority Levels on Stations
Replies: 11
Views: 821

### Re: Combinator Help - Even Distribution of Trains and Priority Levels on Stations

I'll be honest, all of that bit stuff is a bit over my head. I don't know if I explained it well enough. The green signal I'm using is just a placeholder. This is designed to be expandable, up to 99 stations of all three priority levels all signaling on one signal for a potential of 197 stations for...
Fri Jan 21, 2022 5:50 pm
Forum: Gameplay Help
Topic: Combinator Help - Even Distribution of Trains and Priority Levels on Stations
Replies: 11
Views: 821

### Combinator Help - Even Distribution of Trains and Priority Levels on Stations

tldr: Can someone help me figure out how the combinators in this setup works, and if there's a way to optimize them? I was tinkering with some combinators yesterday for a few hours and eventually stumbled upon a configuration that did what I wanted it to do. But looking at it now, I'm not entirely s...
Fri Jan 21, 2022 4:57 pm
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 560
Views: 205319

### Re: Thank you (Make the dev-team happy today!)

I don't know if the devs venture over to Reddit often, so I'm just going to leave this link here:
https://www.reddit.com/r/factorio/comme ... ew_player/
Sat Sep 18, 2021 9:39 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 283
Views: 97181

### Re: Friday Facts #365 - Future plans

I'd rather see an isometric view than hexagonal tiles. Imagine the possibilities if you had the ability to edit the terrain and build underground like you can in Rollercoaster Tycoon.
Sat Sep 11, 2021 3:33 am
Forum: Ideas and Suggestions
Topic: improve train block overlay: add directions
Replies: 55
Views: 4851

### Re: Add arrows to "Block display" for rails when holding signals

Maybe an easier way to implement something like this would be to have an arrow associated with the signal, instead of the block, indicating the direction a train is allowed to pass it.
Fri May 28, 2021 12:40 am
Forum: General discussion
Topic: Can there ever be a full 3D rendered Factorio?
Replies: 14
Views: 3473

### Re: Can there ever be a full 3D rendered Factorio?

Then there's the issue of controls. A 3D environment means a much more challenging task for creating highly responsive controls. Again, DSP, which is in an early access state, has controls far worse than Factorio just by being a 3D game that faces all the additional design difficulties. It's not th...
Sun May 23, 2021 3:29 pm
Forum: Gameplay Help
Topic: Merging 1 into n belts?
Replies: 7
Views: 1679

### Re: Merging 1 into n belts?

I always pull products from the right side of the bus and add new items to the left side, and use priority splitters to slide everything to the farthest right lane before I add or pull items. This makes it so that the lane being pulled from is always full and there is always room to add new items un...
Sat May 22, 2021 7:43 am
Forum: Ideas and Suggestions
Topic: Prevent flipping of blueprints that are sensitive to belt lanes
Replies: 2
Views: 473

### Re: Prevent flipping of blueprints that are sensitive to belt lanes

Adding a checkbox to the blueprint menu to disallow flipping of the blueprint would be feasible. But simulating every blueprint (or copy/paste) flip to see if it would result in a different output is too difficult to implement for the tiny improvement it could add.
Sun May 16, 2021 7:32 pm
Forum: Gameplay Help
Topic: [1.1.30] No warning, if i save over an existing savefile
Replies: 17
Views: 1940

### Re: [1.1.30] No warning, if i save over an existing savefile

This was one of the reasons I wrote the program linked in my signature. Along with not wanting to ruin my main save when playing on experimental builds.
Wed May 05, 2021 5:15 pm
Forum: Gameplay Help
Topic: Combinator Confusion
Replies: 8
Views: 1708

### Re: Combinator Confusion

Here is what I came up with with your help: Each chest has a decider and a constant combinator. The decider outputs C = 1 if there is anything in the chest. The constant outputs T = 1. At the end of the line each item gets separated and has a buffer chest with a decider, if the buffer chest has less...
Tue May 04, 2021 4:59 pm
Forum: Gameplay Help
Topic: Combinator Confusion
Replies: 8
Views: 1708

### Re: Combinator Confusion

That sounds like it should work perfectly. The order doesn't matter really as long as there is one of each item pulled before a second item is pulled from a chest. Each chest does have a distinct item.

Thank you!
Tue May 04, 2021 4:25 pm
Forum: Gameplay Help
Topic: Combinator Confusion
Replies: 8
Views: 1708

### Combinator Confusion

I spent a few hours last night playing with combinators and I just can't wrap my brain around them... This is what I'm trying to do: Loop If item# = 1 and chest1.contents > 0 then Move one item from chest1 to belt item# += 1 End If If item# = 2 and chest2.contents > 0 then Move one item from chest2 ...
Wed Dec 16, 2020 1:30 pm
Forum: Gameplay Help
Topic: how to avoid inserters with partial hand contents when refueling trains
Replies: 4
Views: 1115

### Re: how to avoid inserters with partial hand contents when refueling trains

I found that having a single refuel depot that all trains go to does not scale well. I use a single refueling train that brings fuel to all my other stations. Assuming the normal stations have the same train configurations visiting them, you can have bots or belts bring fuel from that refueling trai...
Wed Dec 16, 2020 3:56 am
Forum: Ideas and Suggestions
Topic: Would it be possible to make it harder to take off armor?
Replies: 24
Views: 2237

### Re: Would it be possible to make it harder to take off armor?

I haven't had this happen to me while switching armor, but it happens A LOT when I cancel too many handcrafts. I remapped the key for picking things up to the numpad decimal, and just run around sucking the stuff up when I do it. I think something similar to what happens when you try to deconstruct ...
Wed Dec 16, 2020 3:40 am
Forum: Ideas and Suggestions
Topic: Concrete should make Spidertron faster
Replies: 5
Views: 792

### Re: Concrete should make Spidertron faster

I agree with this. I'm just now getting to concreting my factory, after having a spidertron for a while and launching a rocket. There's really no incentive to do it after getting the spidertron other than for aesthetics.
Sun Dec 13, 2020 5:04 am
Forum: Pending
Topic: [1.1.1] Power poles don't reconnect if built from ghosts as a result of biter attack
Replies: 9
Views: 1664

### Re: [1.1.1] Power poles don't reconnect if built from ghosts as a result of biter attack

I had this happen a couple times, with a mining outpost that I had created in 1.1.5 (the map was started in 1.1.0). Biters destroyed a power pole near my main base going to a new outpost and the bots rebuilt it without connections.

I'll try to reproduce the issue when I am able to play again.
Sat Dec 12, 2020 6:34 pm
Forum: General discussion
Topic: Thanks for all the fish! (Cave spoiler Spidertron)
Replies: 18
Views: 3663

### Re: Thanks for all the fish! (Cave spoiler Spidertron)

Wouldn't it be simpler and cleaner to just give the silo circuit network capabilities? All you would need is read contents and launch on circuit signal.