I'm afraid the basic idea of faster trains has gotten a bit derailed (Ba dum tss) through discussions on infinite research, whether that is infinite breaking force upgrades or speed upgrades.
My general question was just basic faster trains.
To sum up a few potential ideas on what could be used for ...
Search found 57 matches
- Tue Jul 01, 2025 11:49 am
- Forum: General discussion
- Topic: Why no faster trains?
- Replies: 11
- Views: 1558
- Fri Jun 20, 2025 12:51 pm
- Forum: General discussion
- Topic: Why no faster trains?
- Replies: 11
- Views: 1558
Re: Why no faster trains?
1)One of the "problem" with trains is that they require "pathfinding" which from what i understand is a "costly-one-time-request-that-need-to-finish-in-less-than-16-ms" to the CPU and that scale with the complexity of the network
I don't think trains need to find the optimal path every frame ...
- Thu Jun 19, 2025 10:20 pm
- Forum: General discussion
- Topic: Why no faster trains?
- Replies: 11
- Views: 1558
Why no faster trains?
Have the devs ever stated that they didn't want to have faster trains in the base game?
Obviously there are mods abundant that can do this but given the suspicious lack of base game means to make the trains faster.
In 1.1 Factorio there used to be a number of things that you get early and never ...
Obviously there are mods abundant that can do this but given the suspicious lack of base game means to make the trains faster.
In 1.1 Factorio there used to be a number of things that you get early and never ...
- Sat May 24, 2025 12:03 pm
- Forum: Ideas and Suggestions
- Topic: Read Min/Max Spoilage Percentage from Storage
- Replies: 0
- Views: 318
Read Min/Max Spoilage Percentage from Storage
TL;DR
Optionally read spoilage percentage (either min or max) from storage instead of item count.
What?
When a belt/container is hooked up to circuit network you usually get the item count.
I think it would be beneficial if you had the option to read spoilage percentage instead, returning ...
Optionally read spoilage percentage (either min or max) from storage instead of item count.
What?
When a belt/container is hooked up to circuit network you usually get the item count.
I think it would be beneficial if you had the option to read spoilage percentage instead, returning ...
- Fri Mar 21, 2025 8:51 am
- Forum: General discussion
- Topic: Should Gleba and Vulcanus have been swapped?
- Replies: 3
- Views: 1140
Should Gleba and Vulcanus have been swapped?
Vulcanus is the planet closest to the sun, thus providing the best solar panels of any planet.
Except, a single Chemical Plant making steam from calcite and acid is outperforming them all.
Solar panels feel completely wasted on Vulcanus given how trivial it is to make power from steam turbines ...
Except, a single Chemical Plant making steam from calcite and acid is outperforming them all.
Solar panels feel completely wasted on Vulcanus given how trivial it is to make power from steam turbines ...
- Thu Nov 14, 2024 8:04 pm
- Forum: Releases
- Topic: Version 2.0.18
- Replies: 22
- Views: 15582
Re: Version 2.0.18
We actually got them... now we just need to convince the devs to give us longer underground connections for quality belts/pipes.
- Tue Nov 12, 2024 11:12 am
- Forum: Not a bug
- Topic: [2.0.15] Parameterized blueprint can set fluids in requester chest
- Replies: 1
- Views: 477
[2.0.15] Parameterized blueprint can set fluids in requester chest
When using the "Ingredient of:" parameter in a Requester Chest it can set the filter to a fluid.
11-12-2024, 12-09-59.png
11-12-2024, 12-11-01.png
Example Blueprint
0eNrFlN1qg0AQhV+lzPUa4voDEXrbB+htCcHoJB3QXbOupRJ89876lzYRQltK8UKcnXO ...
11-12-2024, 12-09-59.png
11-12-2024, 12-11-01.png
Example Blueprint
0eNrFlN1qg0AQhV+lzPUa4voDEXrbB+htCcHoJB3QXbOupRJ89876lzYRQltK8UKcnXO ...
- Mon Nov 11, 2024 10:11 pm
- Forum: Not a bug
- Topic: [2.0.15] Repair Pack not registered in logistic network when in use
- Replies: 1
- Views: 414
[2.0.15] Repair Pack not registered in logistic network when in use
(This might be a feature request instead of a bug depending on the whether this is intentional or not)
When a Roboport is connected with a wire to read the logistic network content it correctly detects the Repair Pack sitting in its inventory.
But when a Construction Bot uses the Pack it ...
When a Roboport is connected with a wire to read the logistic network content it correctly detects the Repair Pack sitting in its inventory.
But when a Construction Bot uses the Pack it ...
- Sun Nov 10, 2024 2:04 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 105408
Re: Gleba has killed the game for me.
I'm surprised Aquilo, the cryogenic research planet, doesn't add some form of refrigeration or other preservation technology.
Amen.
I haven't been to Aquilo yet as I'm currently revamping a lot of my infrastructure with the new machines from Fulgora, Vulcanus and Gleba. From what I can tell with ...
- Sat Nov 09, 2024 2:21 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 105408
Re: Gleba has killed the game for me.
Well, time for a correction!
I did some testing in a lab setting and as it turns out, all of the relevant Gleba recipes seem to a trash slot(s). This slot is shared with the actual output slot of the machine (e.g. Biochamber).
Inserters will not pick up "trash" items like spoilage but should they ...
I did some testing in a lab setting and as it turns out, all of the relevant Gleba recipes seem to a trash slot(s). This slot is shared with the actual output slot of the machine (e.g. Biochamber).
Inserters will not pick up "trash" items like spoilage but should they ...
- Sat Nov 09, 2024 11:47 am
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 105408
Re: Gleba has killed the game for me.
So, another thing I discovered is the fun of deadlocking by accident.
I handfed Nutrients to one of my Biochambers since I had a ton in my inventory after cleaning a belt.
Well, turns out that an inserter was just trying to insert some Nutrients before I filled the Biochamber to the brim, causing ...
I handfed Nutrients to one of my Biochambers since I had a ton in my inventory after cleaning a belt.
Well, turns out that an inserter was just trying to insert some Nutrients before I filled the Biochamber to the brim, causing ...
- Fri Nov 08, 2024 7:51 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 105408
Re: Gleba has killed the game for me.
Having finally escaped Gleba recently, I've come to the same conclusion that was mentioned above. I went from hating it to not liking it.
My three main grievances with Gleba now are:
You can't turn your factory off.
I made a thread about this myself but because of the pentapod eggs you can't ...
My three main grievances with Gleba now are:
You can't turn your factory off.
I made a thread about this myself but because of the pentapod eggs you can't ...
- Wed Nov 06, 2024 9:52 pm
- Forum: Gameplay Help
- Topic: Serious Question: Can Gleba not be idle?
- Replies: 15
- Views: 7559
Re: Serious Question: Can Gleba not be idle?
The main reason I'd want to factory to be idle is spores and evolution. Also, there's still plenty of research that just doesn't need the Agriculture science.
I guess once you got defenses properly set up it won't be a concern anymore, much like how I left Nauvis crunching science without caring ...
I guess once you got defenses properly set up it won't be a concern anymore, much like how I left Nauvis crunching science without caring ...
- Wed Nov 06, 2024 4:12 pm
- Forum: Gameplay Help
- Topic: Serious Question: Can Gleba not be idle?
- Replies: 15
- Views: 7559
Re: Serious Question: Can Gleba not be idle?
Ah, I forgot all about recycling.
I guess the one thing that bothers me about it is the chance of not getting the egg back. The chance of failing to get an egg from N recycles is 0.75^N which comes out to:
1 = 75.0%
2= 56.3%
3 = 42.2%
4 = 31.6%
5 = 23.7%
10 = 5.63%
20 = 0.32%
40 = 0.001%
So at two ...
I guess the one thing that bothers me about it is the chance of not getting the egg back. The chance of failing to get an egg from N recycles is 0.75^N which comes out to:
1 = 75.0%
2= 56.3%
3 = 42.2%
4 = 31.6%
5 = 23.7%
10 = 5.63%
20 = 0.32%
40 = 0.001%
So at two ...
- Wed Nov 06, 2024 2:23 pm
- Forum: Gameplay Help
- Topic: Serious Question: Can Gleba not be idle?
- Replies: 15
- Views: 7559
Serious Question: Can Gleba not be idle?
I'm not talking about the spoilable things sitting on belts. I generally understand that any setup needs to be "self purging" of spoilage and you can use normal assembly machines to make your first batch of Yomako Mash and Nutrients to kickstart things...
But what about the eggs?
In general, if I ...
But what about the eggs?
In general, if I ...
- Mon Nov 04, 2024 9:16 pm
- Forum: Ideas and Suggestions
- Topic: A weaker, non-spoilable Nutrient to kickstart Gleba
- Replies: 10
- Views: 5786
A weaker, non-spoilable Nutrient to kickstart Gleba
Most of the actually relevant recipes on Glabe can only be made in Biochambers, which is very much in line with Vulcanus and Fulgora.
However, the Biochambers need Nutrients to run and Nutrients spoil which, for me at least, is one of the biggest hurdles when getting started on Gleba.
Nutrients ...
However, the Biochambers need Nutrients to run and Nutrients spoil which, for me at least, is one of the biggest hurdles when getting started on Gleba.
Nutrients ...
- Thu Oct 31, 2024 7:10 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 105408
Re: Gleba has killed the game for me.
My biggest problem is that I don't want to experiment.
On any other planet I can build something, try it out and if it doesn't work I tear it down again.
On Gleba, I can do that and then be left with a bunch of spoil and wasted time/spores that allows the enemies to evolve.
I understand that ...
On any other planet I can build something, try it out and if it doesn't work I tear it down again.
On Gleba, I can do that and then be left with a bunch of spoil and wasted time/spores that allows the enemies to evolve.
I understand that ...
- Thu Oct 31, 2024 5:27 pm
- Forum: Ideas and Suggestions
- Topic: More Exciting Quality Effects (pls)
- Replies: 36
- Views: 7195
Re: More Exciting Quality Effects (pls)
I agree that some items are really disappointing when you see how great/intuitive other items are.
I don't know how useful faster belts are since you usually need them by the thousands but at least longer underground belts and pipes could be used individually in certain situations, which would also ...
I don't know how useful faster belts are since you usually need them by the thousands but at least longer underground belts and pipes could be used individually in certain situations, which would also ...
- Wed Oct 30, 2024 3:34 pm
- Forum: Ideas and Suggestions
- Topic: Show Fulgora Lightning Rod coverage in map view
- Replies: 15
- Views: 2999
Re: Show Fulgora Lightning Rod coverage in map view
+1
The pollution tab is useless on any surface other than Nauvis so using it for local threats like lightning/demolishers/etc would be intuitive.
The pollution tab is useless on any surface other than Nauvis so using it for local threats like lightning/demolishers/etc would be intuitive.
- Tue Oct 29, 2024 5:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.11] Demolisher kills not registered.
- Replies: 6
- Views: 2977
[StrangePan][2.0.11] Demolisher kills not registered.
I've killed multiple Demolishers and only on the 5th-ish (I don't remember exactly) did I get an achievment.
I also checked with my statistics afterwards and sure enough, only one kill has been registered.
I'm using the Tesla gun and turret and am generally able to kill them relatively quickly ...
I also checked with my statistics afterwards and sure enough, only one kill has been registered.
I'm using the Tesla gun and turret and am generally able to kill them relatively quickly ...