Search found 124 matches
- Wed Jun 20, 2018 5:07 pm
- Forum: Gameplay Help
- Topic: Train station/logistic clogging problem
- Replies: 6
- Views: 3021
Re: Train station/logistic clogging problem
They way I normally solve this problem is to turn things around a bit. For something like ore mines, I'll have one or two trains dedicated to that mine, and their default waiting spot is at the mine getting loaded, or queued behind the train getting loaded. Trains are cheap, and they don't clog thin...
- Tue Apr 10, 2018 5:44 pm
- Forum: Gameplay Help
- Topic: Train Stacker for outgoing trains to outposts?
- Replies: 7
- Views: 4567
Re: Train Stacker for outgoing trains to outposts?
Now that we have a lot of conditions we can use at stations, I handle this situation by using trains as the "buffer chests". Trains are cheap, so I just have them sit at the delivery station until they run out of something (item1 count = 0 OR item2 count = 0 OR ... ), then go back and refi...
- Mon Apr 09, 2018 5:36 pm
- Forum: Ideas and Suggestions
- Topic: Configurable Blueprint Substitutions
- Replies: 0
- Views: 796
Configurable Blueprint Substitutions
TL;DR Allow on-the-fly substitutions for items in blueprints (ie. place red belt instead of yellow) What ? Add boxes below each item listed in the edit blueprint interface (the ones that list the number of each item in the blueprint) that work like an inventory filter, and let you choose a new item...
- Thu Apr 05, 2018 5:51 pm
- Forum: Gameplay Help
- Topic: 0.16 Oil processing stops when output tanks fill up
- Replies: 15
- Views: 12369
Re: 0.16 Oil processing stops when output tanks fill up
2. If stored light oil > stored petroleum: crack light to PG 3. If stored PG is nearly full, and stored heavy is nearly empty: make solid fuel out of PG This would always crack light to PG, and then make solid fuel out of it, which is horribly inefficient. You are basically making solid fuel from e...
- Wed Apr 04, 2018 5:09 pm
- Forum: Gameplay Help
- Topic: 0.16 Oil processing stops when output tanks fill up
- Replies: 15
- Views: 12369
Re: 0.16 Oil processing stops when output tanks fill up
Here's the simplest logic I've come up with (and use for all of my factories) that keeps oil from getting stuck: For this to work, your setup needs to be designed with the following: - Refinery output must go directly to storage - Cracking output must go directly to storage - Cracking input and cons...
- Wed Mar 28, 2018 5:33 pm
- Forum: Gameplay Help
- Topic: A Question About Storage Chests on a Network
- Replies: 11
- Views: 3931
Re: A Question About Storage Chests on a Network
My "solution" to this problem was to eventually realize that once your factory is big enough to start thinking about a recycling system for inventory trash, it's not really worth building any more (at least not for efficiency's sake - there's always the "because it's fun" reason ...
- Wed Mar 14, 2018 3:39 pm
- Forum: Gameplay Help
- Topic: [Simplest] player transporting system in vanilla?
- Replies: 5
- Views: 2675
Re: [Simplest] player transporting system in vanilla?
Can't help but think you're over-thinking this a bit... My factories tend to end up as sprawling, rail-connected monstrosities, so walking is right out (and I'd get run over by all the trains constantly). Here's what I do: Make yourself a passenger train - just two engines back-to-back. Stick little...
- Sun Feb 18, 2018 7:27 am
- Forum: Technical Help
- Topic: [0.16.22] Extreme GPU utilization
- Replies: 3
- Views: 1748
Re: [0.16.22] Extreme GPU utilization
I am having the same/very similar problem, also with a GTX 970. Zoomed in - 60FPS, about half zoomed out, the FPS drops, and is down around 30 fully zoomed out. Restarting the game several times will sometimes cause it to start working properly again. Enabling "Separate lower object atlas"...
- Mon Jan 15, 2018 9:41 pm
- Forum: Gameplay Help
- Topic: [0.16.16] How to specify a specific instance of a train stop
- Replies: 5
- Views: 1785
Re: [0.16.16] How to specify a specific instance of a train stop
I always build separate, dedicated passenger stops at outposts I want to ride a train to, and have a dedicated train for it. You don't want to accidentally leave a train at a "production" stop and clog up your rail system. My blueprints for mines and stuff have them built in. Just build a ...
- Mon Jan 15, 2018 9:34 pm
- Forum: General discussion
- Topic: Reasoning behind blue sciente huge craft time
- Replies: 9
- Views: 4648
Re: Reasoning behind blue sciente huge craft time
By the time I get to blue science, the only reason I care about crafting time at all is to get the production chain ratios right and see how many assemblers I need to meet the production target. Other than that, just build more machines... a few assemblers more or less at that point is irrelevant.
- Mon Jan 15, 2018 7:57 pm
- Forum: General discussion
- Topic: how long have you played factorio ?
- Replies: 36
- Views: 10664
Re: how long have you played factorio ?
And by the way one year has about 10000 hours if you work a 40 day week. A year only has 8760 hours... :) a full time job is about 2k hrs per year. (and if it was really a 40 DAY week, it'd be more like 16k hours :D ) I think most of my maps have 200-400 hours on them, and I think it's been about 5...
- Thu Aug 31, 2017 5:31 pm
- Forum: Gameplay Help
- Topic: Train unloading unbalances [bug_won't fix]
- Replies: 37
- Views: 12164
Re: Train unloading unbalances [bug_not solved]
Yeah I can do that, but now I'm so unmotivated, balancing is used all over my base, kind of sad to change everything. Quick question - what is the actual problem? Don't say "the problem is it's unbalanced". What problem does the imbalance actually cause? There may be a simpler way to achi...
- Thu Aug 31, 2017 5:17 pm
- Forum: Gameplay Help
- Topic: Rocket lauch timings?
- Replies: 12
- Views: 6954
Re: Rocket lauch timings?
To answer the original question, I believe the launch animation is about 90 seconds. In 0.13, I had a field of 288 silos with Bob's God module 5s (effectively instant production of the rocket), and it averaged out at about 3.2 rockets per second, which works out to exactly 90 seconds for the launch....
- Tue Aug 29, 2017 4:18 pm
- Forum: Gameplay Help
- Topic: Train unloading unbalances [bug_won't fix]
- Replies: 37
- Views: 12164
Re: Train unloading unbalances [bug_not solved]
If every train comes in completely full, you could set up some combinators on the inserters to disable train->chest if the associated chest gets too far above average, and disable chest->belt if it gets too far below. This still isn't a perfect solution, but might be better than letting it keep cree...
- Thu Aug 24, 2017 5:24 pm
- Forum: Gameplay Help
- Topic: stray trains
- Replies: 29
- Views: 9731
Re: stray trains
I virtually never build "loop" type stations without adding a turn-around before the train stops. No matter how hard you try to prevent it, trains will still try to use stops as a turn-around or bypass, and by giving them a path that avoids getting stuck behind eternally-stopped trains, it...
- Thu Aug 24, 2017 5:10 pm
- Forum: Gameplay Help
- Topic: Building a Bob's mega base
- Replies: 5
- Views: 5465
Re: Building a Bob's mega base
There is indeed a reason why god modules are disabled by default :D For sure! :D I enabled them for that play-through just to see how crazy things would get, and ended up with a whole different set of interesting challenges to solve that never really show up without them. They're "cheaty"...
- Mon Aug 21, 2017 8:35 pm
- Forum: Gameplay Help
- Topic: Building a Bob's mega base
- Replies: 5
- Views: 5465
Re: Building a Bob's mega base
Hi Lubricus, Check out a thread I posted a while back about the insanity of Bob's and god modules. The factory does just over 3 rockets per second with NO bots (albeit a very bad UPS hit - might be better in .15 though). Everything is tile-able, so the only real limitation is raw material input and ...
- Fri Jun 16, 2017 8:25 pm
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 52549
Re: Friday Facts #195 - Poles re-design
I love the new warning icons, with one exception... I think the "something got blown up/destroyed" one should stay a mushroom cloud (just make it a silhouette to match the others).
- Sun Jun 11, 2017 8:34 pm
- Forum: Gameplay Help
- Topic: blueprint library save folder [resolved]
- Replies: 2
- Views: 14304
Re: blueprint library save folder
I think what you're looking for is the file called "blueprint-storage.dat." This is one of the files I copy over when I do upgrades to Factorio, and I've had no problems with my blueprints. It lives in the top-level Factorio directory (alongside the mods, saves, etc. directories). I'm not ...
- Thu Jun 08, 2017 5:40 pm
- Forum: Gameplay Help
- Topic: Need help with transition to mega-factory
- Replies: 9
- Views: 6013
Re: Need help with transition to mega-factory
IMO, a main bus setup doesn't really scale up well past a certain point. I usually use that architecture at the beginning to get the basics automated, but quickly switch over to separate "sub-factories" connected via a rail network once I need to scale up output. Not only does it free you ...