Search found 24 matches
- Thu May 14, 2020 7:19 pm
- Forum: Ideas and Suggestions
- Topic: Dynamic train schedule
- Replies: 68
- Views: 28231
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 ...
- Thu May 14, 2020 7:49 am
- Forum: Ideas and Suggestions
- Topic: Dynamic train schedule
- Replies: 68
- Views: 28231
- Thu May 14, 2020 7:38 am
- Forum: Ideas and Suggestions
- Topic: Dynamic train schedule
- Replies: 68
- Views: 28231
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 ...
- Thu May 14, 2020 7:25 am
- Forum: Ideas and Suggestions
- Topic: Renaming "Add wait condition"
- Replies: 5
- Views: 1559
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 ...
- Wed May 13, 2020 3:25 am
- Forum: Gameplay Help
- Topic: How to increase precision of displaying electricity consumption?
- Replies: 8
- Views: 2566
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...
- Tue May 12, 2020 11:11 pm
- Forum: Gameplay Help
- Topic: How to increase precision of displaying electricity consumption?
- Replies: 8
- Views: 2566
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...
- Tue May 12, 2020 10:42 pm
- Forum: Ideas and Suggestions
- Topic: Renaming "Add wait condition"
- Replies: 5
- Views: 1559
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 ...
- Tue May 12, 2020 9:29 pm
- Forum: Ideas and Suggestions
- Topic: Dynamic train schedule
- Replies: 68
- Views: 28231
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 ...
- Sun Jan 26, 2020 9:10 pm
- Forum: Ideas and Suggestions
- Topic: Eternally polluted chunks: the end
- Replies: 1
- Views: 871
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...
- Sun Nov 03, 2019 12:50 pm
- Forum: Ideas and Suggestions
- Topic: Thermal power plant
- Replies: 34
- Views: 10113
Re: Thermal power plant
Yes, I agree with Chao. That is basically my way of thinking behind my first post in this thread
- Mon Jun 24, 2019 11:30 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 206
- Views: 69839
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.
Or at least to be able to change theirs behaviour.
- Mon Jun 24, 2019 9:11 am
- Forum: Gameplay Help
- Topic: First logistic chests
- Replies: 8
- Views: 3564
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...
- Sat Jun 22, 2019 3:00 pm
- Forum: Gameplay Help
- Topic: First logistic chests
- Replies: 8
- Views: 3564
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?
Did I understand this correctly that logistic robots are completely useless just after first research?
- 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: 2069
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...
- Fri Jun 21, 2019 6:40 pm
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 212164
Re: [0.15.x] Fluid mechanics
Could you please say what program you used for creating those plots?
- 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: 2069
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.
- Wed Jun 12, 2019 4:37 pm
- Forum: Ideas and Suggestions
- Topic: Thermal power plant
- Replies: 34
- Views: 10113
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...
- Tue Jun 11, 2019 4:28 pm
- Forum: Ideas and Suggestions
- Topic: Thermal power plant
- Replies: 34
- Views: 10113
Re: Thermal power plant
For nuclear reactor to be viable in late game there should be some space science packs upgrades for it.
- Tue Jun 11, 2019 3:34 pm
- Forum: Ideas and Suggestions
- Topic: Cars and Tanks need lubrication of moving parts
- Replies: 0
- Views: 608
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.
Without lubricant in the vehicle, it's top speed/acceleration are reduced.
- Tue Jun 11, 2019 12:55 pm
- Forum: Ideas and Suggestions
- Topic: Thermal power plant
- Replies: 34
- Views: 10113
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 ...