Search found 124 matches

by SpeedDaemon
Wed Jun 20, 2018 5:07 pm
Forum: Gameplay Help
Topic: Train station/logistic clogging problem
Replies: 6
Views: 2972

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...
by SpeedDaemon
Tue Apr 10, 2018 5:44 pm
Forum: Gameplay Help
Topic: Train Stacker for outgoing trains to outposts?
Replies: 7
Views: 4514

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...
by SpeedDaemon
Mon Apr 09, 2018 5:36 pm
Forum: Ideas and Suggestions
Topic: Configurable Blueprint Substitutions
Replies: 0
Views: 786

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...
by SpeedDaemon
Thu Apr 05, 2018 5:51 pm
Forum: Gameplay Help
Topic: 0.16 Oil processing stops when output tanks fill up
Replies: 15
Views: 12260

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...
by SpeedDaemon
Wed Apr 04, 2018 5:09 pm
Forum: Gameplay Help
Topic: 0.16 Oil processing stops when output tanks fill up
Replies: 15
Views: 12260

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...
by SpeedDaemon
Wed Mar 28, 2018 5:33 pm
Forum: Gameplay Help
Topic: A Question About Storage Chests on a Network
Replies: 11
Views: 3880

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 ...
by SpeedDaemon
Wed Mar 14, 2018 3:39 pm
Forum: Gameplay Help
Topic: [Simplest] player transporting system in vanilla?
Replies: 5
Views: 2633

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...
by SpeedDaemon
Sun Feb 18, 2018 7:27 am
Forum: Technical Help
Topic: [0.16.22] Extreme GPU utilization
Replies: 3
Views: 1713

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"...
by SpeedDaemon
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: 1737

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 ...
by SpeedDaemon
Mon Jan 15, 2018 9:34 pm
Forum: General discussion
Topic: Reasoning behind blue sciente huge craft time
Replies: 9
Views: 4588

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.
by SpeedDaemon
Mon Jan 15, 2018 7:57 pm
Forum: General discussion
Topic: how long have you played factorio ?
Replies: 35
Views: 10143

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...
by SpeedDaemon
Thu Aug 31, 2017 5:31 pm
Forum: Gameplay Help
Topic: Train unloading unbalances [bug_won't fix]
Replies: 37
Views: 11978

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...
by SpeedDaemon
Thu Aug 31, 2017 5:17 pm
Forum: Gameplay Help
Topic: Rocket lauch timings?
Replies: 12
Views: 6876

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....
by SpeedDaemon
Tue Aug 29, 2017 4:18 pm
Forum: Gameplay Help
Topic: Train unloading unbalances [bug_won't fix]
Replies: 37
Views: 11978

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...
by SpeedDaemon
Thu Aug 24, 2017 5:24 pm
Forum: Gameplay Help
Topic: stray trains
Replies: 29
Views: 9611

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...
by SpeedDaemon
Thu Aug 24, 2017 5:10 pm
Forum: Gameplay Help
Topic: Building a Bob's mega base
Replies: 5
Views: 5388

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"...
by SpeedDaemon
Mon Aug 21, 2017 8:35 pm
Forum: Gameplay Help
Topic: Building a Bob's mega base
Replies: 5
Views: 5388

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 ...
by SpeedDaemon
Fri Jun 16, 2017 8:25 pm
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 51892

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).
by SpeedDaemon
Sun Jun 11, 2017 8:34 pm
Forum: Gameplay Help
Topic: blueprint library save folder [resolved]
Replies: 2
Views: 14160

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 ...
by SpeedDaemon
Thu Jun 08, 2017 5:40 pm
Forum: Gameplay Help
Topic: Need help with transition to mega-factory
Replies: 9
Views: 5942

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 ...

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