Search found 220 matches

by MEOWMI
Mon Nov 29, 2021 11:44 pm
Forum: Gameplay Help
Topic: What am I doing wrong with train?
Replies: 1
Views: 97

Re: What am I doing wrong with train?

It's impossible to tell what's going on at the 3rd station without pics of it, though I don't see much at the station on the map view either. Also the train is in manual mode so it wouldn't even be driving automatically, if the screenshots show what actually is. If it was in automatic mode, there wo...
by MEOWMI
Tue Nov 23, 2021 7:23 am
Forum: Gameplay Help
Topic: How do I put a bus to use?
Replies: 9
Views: 296

Re: How do I put a bus to use?

A splitter does the job yes. Later on you might see that you don't necessarily need to use a splitter and can just branch off the belt if that belt's worth constantly gets used up completely. It makes it easier to see how many resources are being input to the bus, how many belt's worth are being use...
by MEOWMI
Mon Nov 22, 2021 8:32 am
Forum: Ideas and Suggestions
Topic: Spidertron roboport control
Replies: 7
Views: 745

Re: Spidertron roboport control

Yes, there is disable logistics while moving which prevents their roboports from activating while they walk, this is what they added. Different yes, but works most of the time.
by MEOWMI
Mon Nov 15, 2021 7:19 pm
Forum: Ideas and Suggestions
Topic: Mod Management Improvement: Sorting mods / sort mods by activation/enabled, downloaded/last updated-time
Replies: 15
Views: 200

Re: Mods are not by "version" number; It should be listed as "active/inactive".

+1

I tried clicking on the "toggle" label hoping it might sort them and all it did was enable all mods, which is almost never what you want if you have a lot of them.

It's still useful to show version number but primary sorting by it is strange indeed.
by MEOWMI
Mon Nov 15, 2021 7:13 pm
Forum: Ideas and Suggestions
Topic: Round robin scheduling for trains
Replies: 10
Views: 389

Re: Round robin scheduling for trains

It is nice for figuring out that you aren't producing enough, because it's easier to notice one station struggling to keep up with production than ALL stations struggling to. As others have pointed out, you almost always want to have an excess of supply trains. Hard to say exactly which way is bette...
by MEOWMI
Sun Nov 14, 2021 8:17 am
Forum: Technical Help
Topic: Disable always on top?
Replies: 10
Views: 341

Re: Disable always on top?

mrvn wrote:
Fri Nov 12, 2021 10:43 pm
MEOWMI wrote:
Fri Nov 12, 2021 8:42 pm
I learned that I have to click the game window first in order to be able to alt+tab out of it. Works during any of Factorio's screens.
Windows? Linux? MaxOS?
On Windows for me.
by MEOWMI
Fri Nov 12, 2021 8:42 pm
Forum: Technical Help
Topic: Disable always on top?
Replies: 10
Views: 341

Re: Disable always on top?

I learned that I have to click the game window first in order to be able to alt+tab out of it. Works during any of Factorio's screens.
by MEOWMI
Tue Nov 09, 2021 6:42 am
Forum: Gameplay Help
Topic: Give me Advice: Freeplay Games
Replies: 3
Views: 274

Re: Give me Advice: Freeplay Games

I would probably continue with the one where you think your base you is better, likely your desert world one. It should be possible! Focus on automating as much as possible if it's difficult, I found that to be the biggest help in my early days. Beyond that, the main threat is probably running out o...
by MEOWMI
Wed Nov 03, 2021 9:08 am
Forum: Gameplay Help
Topic: Rail signals don't work when drones place them.
Replies: 3
Views: 252

Re: Rail signals don't work when drones place them.

This can happen because drone building allows you to place signals (or stations) in places you're not supposed. Signal rotation is one major trip-up as happened here, another one is that you can place a signal ghost on a tile of track that can't hold a signal (since not all parts of a track are vali...
by MEOWMI
Wed Nov 03, 2021 9:00 am
Forum: General discussion
Topic: I never noticed before
Replies: 3
Views: 825

Re: I never noticed before

I would guess it's the glow from the item. It's not masked by other objects I believe, so you can see random objects light up, in this case the underground belt would light up once the uranium cell goes under the entrance. It's much like the red rear light of a train for example, which you can notic...
by MEOWMI
Wed Oct 20, 2021 1:29 pm
Forum: Duplicates
Topic: [1.1.42] Mining to remove ground tile under structures erases the structure
Replies: 4
Views: 213

Re: [1.1.42] Mining to remove ground tile under structures erases the structure

It does say in red for the scaffolding item that tile changes may remove the entity on top of it.

Yes, I agree it should not happen. I'm sure it's because of a Factorio limitation. I do hope it is fixable somehow but I'm not necessarily holding my breath.
by MEOWMI
Mon Oct 11, 2021 12:25 am
Forum: Ideas and Suggestions
Topic: Add a logarithmic display option for production/consumption graph.
Replies: 16
Views: 2937

Re: Add a logarithmic display option for production/consumption graph.

+1

Not because it's necessary, but because it's so cool AND so useful!
by MEOWMI
Thu Oct 07, 2021 6:04 am
Forum: Combinator Creations
Topic: GPS in Factorio
Replies: 3
Views: 477

Re: GPS in Factorio

It took me a lot of thinking to even understand how generating the signal works. That's impressive that you don't need more data points than that to generate the signal! Definitely a very worthwhile creation!
by MEOWMI
Thu Oct 07, 2021 12:38 am
Forum: Gameplay Help
Topic: Circuits with TrainsStops, how to do pause only when red signal is present and = 1
Replies: 19
Views: 655

Re: Circuits with TrainsStops, how to do pause only when red signal is present and = 1

Yes, X == 0 is exactly the same as "there is no signal X". I agree it is very confusing that it doesn't evaluate to true if it's not connected to any network. Figuring out how the circuit network at the start is already very difficult due to all the weird rules and exceptions, this is yet ...
by MEOWMI
Wed Oct 06, 2021 12:48 pm
Forum: Ideas and Requests For Mods
Topic: [Plea] Can some creator make simple Nuclear Power mod
Replies: 5
Views: 347

Re: [Plea] Can some creator make simple Nuclear Power mod

My understanding is that if you're going for like 2000-3000 SPM, then nuclear power won't be bad enough to lower your UPS, unless the entire rest of your base is also incredibly UPS-inefficient.
by MEOWMI
Wed Oct 06, 2021 12:44 pm
Forum: General discussion
Topic: Where did the rocket counter go?
Replies: 2
Views: 345

Re: Where did the rocket counter go?

Also not exactly the same, but you can also hover over silos and it'll show a counter of how many rockets that silo has launched. Kind of does the job just as well for me, but then again I never liked how it was another unhideable extra UI element. Maybe the production stats will also list it if you...
by MEOWMI
Wed Oct 06, 2021 12:30 pm
Forum: General discussion
Topic: Why aren't there defense bots?
Replies: 14
Views: 1088

Re: Why aren't there defense bots?

I think it could be pretty balanced if you could put combat bot capsules into roboports and they were automatically deployed on the location of the alert. It would be a much-needed buff to the capsules themselves anyway. The only question mechanics-wise is how you would quantify how many and how oft...
by MEOWMI
Mon Sep 27, 2021 5:14 pm
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 559
Views: 187962

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

Another good feature of Factorio: the volume controls. Very few games go this far with the ability to control different audio sources to such a degree. It really hits the right spot, in those moments when you just want in peace and quiet for a while, the perfect balance of being able to play with ju...
by MEOWMI
Thu Sep 16, 2021 6:54 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 582393

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Compact links are dead It seems several links are dead. For those of you who are interested I complied a list using the wayback machine (scripting to the rescue). The attached has all the blueprint strings but also the link in case you can't read the full string. Hope it helps! Huge thanks for this...
by MEOWMI
Tue Aug 24, 2021 8:42 am
Forum: Technical Help
Topic: Inserter stack size gone, after bob's mod (un)install
Replies: 4
Views: 371

Re: Inserter stack size gone, after bob's mod (un)install

Hmm, true, with mods you wouldn't get Steam achievements anyway. Also not sure why that command isn't listed on the Wiki, seems like a big omission. Can't even find out what sudo does in this context, given that the Wiki claims LUA disables achievements. I have no doubt that your command is right, t...

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