Search found 476 matches

by SoShootMe
Tue Jan 23, 2024 6:36 am
Forum: Ideas and Suggestions
Topic: "Requires Mod" Blueprint parameter
Replies: 8
Views: 596

Re: "Requires Mod" Blueprint parameter

I think the suggestion of making sure any needed mods are installed couldn't work sensibly because you use a blueprint within a game, but mod changes must be outside a game. I'm also not sure the game can necessarily tell which mods are required for a given blueprint to work as intended, and it's de...
by SoShootMe
Sun Jan 21, 2024 4:44 pm
Forum: Ideas and Suggestions
Topic: An option to display input and output per 60 seconds
Replies: 6
Views: 368

Re: An option to display input and output per 60 seconds

Just started playing captain of industry and it is pretty neat to have an option to show production and resource usage in "per 60 seconds". It sounds like you are referring to the recipe information. The actual rates depend on the machine's crafting speed and module effects, so this only ...
by SoShootMe
Sun Jan 21, 2024 1:59 pm
Forum: Gameplay Help
Topic: How to request correct train at stations that accept multiple types of goods
Replies: 7
Views: 543

Re: How to request correct train at stations that accept multiple types of goods

The short answer is that you can't, at least not without mods. True in the sense that it is highly unlikely that OP is able to. I had something more fundamental in mind: at least without mods, you can't control which train will succeed in reserving a stop that "opens" when there is more t...
by SoShootMe
Sun Jan 21, 2024 7:14 am
Forum: Gameplay Help
Topic: How to request correct train at stations that accept multiple types of goods
Replies: 7
Views: 543

Re: How to request correct train at stations that accept multiple types of goods

I want to have 1 station that can accept oil or ammunition or maybe logistics bots (what is being accepted doesn't really matter). How can I request that an oil train will go to my remote base when the oil gets low but an ammunition train doesn't? The short answer is that you can't, at least not wi...
by SoShootMe
Thu Jan 18, 2024 4:31 pm
Forum: Ideas and Suggestions
Topic: Check map exchange string when overwriting a save
Replies: 4
Views: 333

Re: Check map exchange string when overwriting a save

The current UI is just bad: it tries to combine two actions in a way likely to lead to mistakes and data loss. Prompting for confirmation based on rules determining "this looks like a different save" misses a simpler solution of separating "save" (overwrite current file without c...
by SoShootMe
Wed Jan 10, 2024 5:45 pm
Forum: Ideas and Suggestions
Topic: Store bots inside roboport in blueprints
Replies: 10
Views: 949

Re: Store bots inside roboport in blueprints

But the good news is that you could, and probably still can, get the result you want anyway ; the catch being that there's no UI for it. Didn't they fix something similar from bob's inserters? I'm not sure what you mean by "fix" or are referring to, but I checked now and the blueprint fro...
by SoShootMe
Wed Jan 10, 2024 8:04 am
Forum: Ideas and Suggestions
Topic: Store bots inside roboport in blueprints
Replies: 10
Views: 949

Re: Store bots inside roboport in blueprints

But the good news is that you could, and probably still can, get the result you want anyway ; the catch being that there's no UI for it. Didn't they fix something similar from bob's inserters? I'm not sure what you mean by "fix" or are referring to, but I checked now and the blueprint fro...
by SoShootMe
Tue Jan 09, 2024 11:54 pm
Forum: Ideas and Suggestions
Topic: Store bots inside roboport in blueprints
Replies: 10
Views: 949

Re: Store bots inside roboport in blueprints

"Roboport robot requests" described in FFF-374 are similar I disagree. The point of this feature would be to deliver robots to disconnected roboports, the "Roboport robot requests" feature needs connected roboports You seem to disagree with something I didn't write. They are sim...
by SoShootMe
Tue Jan 09, 2024 7:48 am
Forum: Ideas and Suggestions
Topic: Store bots inside roboport in blueprints
Replies: 10
Views: 949

Re: Store bots inside roboport in blueprints

Related: Ghost bots . As I wrote in that thread, the mechanism used to deliver train fuel and modules (item request proxies) seemed to work for robots into roboports; in other words, only the option to include in the blueprint and generate the blueprint string accordingly are "missing" to ...
by SoShootMe
Sun Dec 31, 2023 12:07 am
Forum: Gameplay Help
Topic: Worker robot speed (Is the research tree correct?)
Replies: 9
Views: 916

Re: Worker robot speed (Is the research tree correct?)

All other research examples aside, "cargo size" research is, in my opinion, the most reasonable "comparison". I agree this is a good comparison. As MEOWMI noted, Logistic system requires Utility science packs but not Production (like Worker robot speed 3 and 4), but to me at lea...
by SoShootMe
Sat Dec 30, 2023 8:01 am
Forum: Gameplay Help
Topic: Worker robot speed (Is the research tree correct?)
Replies: 9
Views: 916

Re: Worker robot speed (Is the research tree correct?)

https://wiki.factorio.com/Worker_robot_speed_(research) According to the wiki and the game, unless I missed something: A utility science package is required at research level 3 and 4. In contrast, (the interesting part is) Production science package is not required. (They are included at level 5.) ...
by SoShootMe
Mon Dec 18, 2023 6:23 am
Forum: Ideas and Suggestions
Topic: Add reqests when pasting recipe in requester chest
Replies: 3
Views: 341

Re: Add reqests when pasting recipe in requester chest

the main reason why this would be good is that it allows for easy request setting in multi-purpose requester chests, as it is far easier to remove requests than add them While this is true and "multi-purpose requester chests" is a valid use case, this suggestion makes one outcome (add to ...
by SoShootMe
Thu Dec 14, 2023 9:44 pm
Forum: Ideas and Suggestions
Topic: Circuit wires in red science tier
Replies: 7
Views: 799

Re: Circuit wires in red science tier

Pretty sure with circuit wires moving to an itemless item 2.0 will do this. Circuit wires being "free" items in 2.0 makes me think they should ideally be a bit like the blueprint tools etc, where they are available from the start in new games after combinators are first researched in any ...
by SoShootMe
Tue Dec 12, 2023 8:06 am
Forum: Gameplay Help
Topic: Artillery Wagon with Destination Full
Replies: 7
Views: 788

Re: Artillery Wagon with Destination Full

wobbycarly wrote:
Tue Dec 12, 2023 7:55 am
I think fill cargo will never be met if the wagon fires at least once. Probably need to use an item count condition on the iron plates.
Yes, good catch :).
by SoShootMe
Tue Dec 12, 2023 7:43 am
Forum: Gameplay Help
Topic: Artillery Wagon with Destination Full
Replies: 7
Views: 788

Re: Artillery Wagon with Destination Full

I'm not sure what you mean about the inactivity. Artillery wagons on an automated train will only operate from when the train arrives at a stop until the wait conditions in the schedule allow it to leave. The fact a train may not move away from a stop when the wait conditions are met (eg because it...
by SoShootMe
Sat Dec 09, 2023 8:05 pm
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 9509

Re: Maximum throughput of a rail line

But that doesn't means all trains must hit a block boundary at the same time. So I don't think the optimal distance between trains (nose to nose) must be a multiple of the block length. This is exactly why I doubt my (second) model. In fact I'm convinced it is wrong, but I am not at all convinced t...
by SoShootMe
Sat Dec 09, 2023 1:41 pm
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 9509

Re: Maximum throughput of a rail line

For a fixed speed, if you round up train length + braking distance + block length to the next multiple of block length I think you have the minimum "steady state" distance (nose-to-nose) between trains. I agree with the idea, that the occupied space in game is a multiple of block length, ...
by SoShootMe
Sat Dec 09, 2023 9:38 am
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 9509

Re: Maximum throughput of a rail line

Actually no. The maximum density of trains (with signals) is when trains are exactly breaking distance apart. And for that there must be a signal right after each train at all times. Best you can do for signals is a signal every 2 meters which then puts a gap between trains of breaking distance + 2...
by SoShootMe
Fri Dec 08, 2023 12:24 pm
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 9509

Re: Maximum throughput of a rail line

On a straight track with constant signal spacing, with identical trains as close to each other as can be (train -> braking distance -> signal block length -> train), and assuming trains move at a constant speed, this graph on desmos should show how throughput varies with speed. [...] Interestingly,...
by SoShootMe
Thu Dec 07, 2023 3:39 pm
Forum: Ideas and Suggestions
Topic: Chain signals that consider the train length
Replies: 5
Views: 561

Re: Chain signals that consider the train length

Then the system is already a path system because chain signals follow the path of the train reserving all blocks until they hit one with a normal signal. As I understand it, the defining quality of path-based signalling is that multiple trains may reserve/occupy a single block provided the paths do...

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