Search found 24 matches

by Qeeet
Thu May 14, 2020 7:19 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 68
Views: 23037

Re: Dynamic train schedule

In this mock-up, the train would check the skip condition before pathing to the Iron Field 2 station. If its cargo was already full, it would skip the station and try to find another _Sink Iron Ore , or just return to the stack and wait there. https://i.imgur.com/dlwiQo2.png This is a feature that ...
by Qeeet
Thu May 14, 2020 7:49 am
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 68
Views: 23037

Re: Ignore condition for train stops and check fuel

ssilk wrote: ↑
Thu May 14, 2020 5:02 am
I think you can merge those, because on the page 2, there is a suggestion about low fuel condition
by Qeeet
Thu May 14, 2020 7:38 am
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 68
Views: 23037

Re: Ignore condition for train stops and check fuel

I was near to merging this into https://forums.factorio.com/viewtopic.php?f=6&t=64362 Dynamic train schedule But then I saw you made 2 suggestions. Cannnot discussed well, see https://forums.factorio.com/viewtopic.php?f=6&t=3394 and https://forums.factorio.com/viewtopic.php?f=6&t=47316 ...
by Qeeet
Thu May 14, 2020 7:25 am
Forum: Ideas and Suggestions
Topic: Renaming "Add wait condition"
Replies: 5
Views: 1313

Re: Renaming "Add wait condition"

But "Add departure condition" could be taken to mean that the train won't depart without a condition given, i.e., without a condition the train will wait forever. So this would trade one confusion for another. What about, instead: + Wait until... I would be ok with it, if a train stay at ...
by Qeeet
Wed May 13, 2020 3:25 am
Forum: Gameplay Help
Topic: How to increase precision of displaying electricity consumption?
Replies: 8
Views: 2012

Re: How to increase precision of displaying electricity consumption?

You can run this code while hovering over a power pole. /c precision = defines.flow_precision_index.one_second network = game.player.selected.electric_network_statistics for name, _ in pairs(network.input_counts) do energy = network.get_flow_count{name = name, input = true, precision_index = precis...
by Qeeet
Tue May 12, 2020 11:11 pm
Forum: Gameplay Help
Topic: How to increase precision of displaying electricity consumption?
Replies: 8
Views: 2012

How to increase precision of displaying electricity consumption?

I am currently testing nuclear power plant blueprints and decided to build my own. In order to test properly I need to know exactly how much electricity is produced/consumed. Now it shows 2.7 GW. Theoretical production is 2720 MW. Yes there is a mod where you can place pink accumulator and adjust it...
by Qeeet
Tue May 12, 2020 10:42 pm
Forum: Ideas and Suggestions
Topic: Renaming "Add wait condition"
Replies: 5
Views: 1313

Renaming "Add wait condition"

Short version Rename "+Add wait condition" to "+Add leave condition" or "+Add departure condition" Long version Lets do this: Add wait condition => Passenger present As everybody would understand from just reading the text, it implies the followings: if a passenger is ...
by Qeeet
Tue May 12, 2020 9:29 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 68
Views: 23037

Ignore condition for train stops and check fuel

Can we have a possibility to ignore some train stops if a condition is met? For example, if train has fuel count >1 => ignore a refueling station. Or if train cargo is full => ignore a next station. My base is divided into two: oil related stuff and everything else. Oil base produces heavy oil, gas ...
by Qeeet
Sun Jan 26, 2020 9:10 pm
Forum: Ideas and Suggestions
Topic: Eternally polluted chunks: the end
Replies: 1
Views: 755

Eternally polluted chunks: the end

eternally_polluted_chunks.jpg I have been not producing anything in that base for almost 4 hours. And these concrete-paved chunks stayed polluted. From what I have read this is forever. It is so annoying, especially knowing that I will leave that base some day. Smog always settles down onto all kin...
by Qeeet
Sun Nov 03, 2019 12:50 pm
Forum: Ideas and Suggestions
Topic: Thermal power plant
Replies: 34
Views: 8539

Re: Thermal power plant

Yes, I agree with Chao. That is basically my way of thinking behind my first post in this thread
by Qeeet
Mon Jun 24, 2019 11:30 am
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 194
Views: 60211

Construction robots efficiency improvement

For now construction robots almost always start off from far objects. Could it be improved so that they search for the nearest object to work with?
Or at least to be able to change theirs behaviour.
by Qeeet
Mon Jun 24, 2019 9:11 am
Forum: Gameplay Help
Topic: First logistic chests
Replies: 8
Views: 3077

Re: First logistic chests

After the first research you are able to use logistics bots to transport items from chests to the player. The second tech gives the more useful ability to transport items from chests to chests. With just that tech researched I don't have logistic slots. 'Character logistic slots 1' has to be resear...
by Qeeet
Sat Jun 22, 2019 3:00 pm
Forum: Gameplay Help
Topic: First logistic chests
Replies: 8
Views: 3077

Re: First logistic chests

I've researched "Logistic Robotics" and got Logistic Robot. I was trying to figure out how to use those, but without success.
Did I understand this correctly that logistic robots are completely useless just after first research?
by Qeeet
Sat Jun 22, 2019 2:52 pm
Forum: Questions, reviews and ratings
Topic: Looking for MOD which calculates the amount of visible resources
Replies: 4
Views: 1816

Re: Looking for MOD which calculates the amount of visible resources

Thank to you all for the answers. But I was looking for a mod which provides just with information about how many resources there are on the visible map . There is this one too https://mods.factorio.com/mods/Narc/YARM I didn't know about the other one i did those label manually during long train tra...
by Qeeet
Fri Jun 21, 2019 6:40 pm
Forum: Gameplay Help
Topic: [0.15.x] Fluid mechanics
Replies: 72
Views: 202040

Re: [0.15.x] Fluid mechanics

XKnight wrote: ↑
Sat Feb 06, 2016 5:16 pm
Recently, I was looking for deep explanation of fluid simulation, and I found only a few posts where other people asking the same questions but don't receive answer. So I performed my little research in this area.
Could you please say what program you used for creating those plots?
by Qeeet
Tue Jun 18, 2019 1:23 pm
Forum: Questions, reviews and ratings
Topic: Looking for MOD which calculates the amount of visible resources
Replies: 4
Views: 1816

Looking for MOD which calculates the amount of visible resources

Basically, I need to know how many resources I have on the map to decide which modules to use so that all resources to be used up evenly in order to fulfil my OCD.
by Qeeet
Wed Jun 12, 2019 4:37 pm
Forum: Ideas and Suggestions
Topic: Thermal power plant
Replies: 34
Views: 8539

Re: Thermal power plant

But nuclear IS viable for the late game and beyond. You're probably not using it properly. One of the most important traits of nuclear reactors (which probably isn't explained very well) is that adjacent reactors boost each other. So a 2x2 block of reactors will produce 480MW of power, while a solo...
by Qeeet
Tue Jun 11, 2019 4:28 pm
Forum: Ideas and Suggestions
Topic: Thermal power plant
Replies: 34
Views: 8539

Re: Thermal power plant

For nuclear reactor to be viable in late game there should be some space science packs upgrades for it.
by Qeeet
Tue Jun 11, 2019 3:34 pm
Forum: Ideas and Suggestions
Topic: Cars and Tanks need lubrication of moving parts
Replies: 0
Views: 508

Cars and Tanks need lubrication of moving parts

My suggestion is to add necessity to put barrels of lubricant to cars/tanks. The lubricant is used up over time alongside with fuel.
Without lubricant in the vehicle, it's top speed/acceleration are reduced.
by Qeeet
Tue Jun 11, 2019 12:55 pm
Forum: Ideas and Suggestions
Topic: Thermal power plant
Replies: 34
Views: 8539

Re: Thermal power plant

Steam is not a good solution for T3 (classic boiler and nuclear reactor) because it use a lot of updates https://forums.factorio.com/viewtopic.php?f=204&t=69802 you can see here what happen if we use full steam power in a mega base In the game its : T1 classic boiler, T2 (or little T3) nuclear ...

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