Search found 476 matches
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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.) ...
- 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 ...
- 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 ...
- 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
Yes, good catch .wobbycarly wrote: ↑Tue Dec 12, 2023 7:55 amI 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.
- 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...
- 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...
- 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, ...
- 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...
- 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,...
- 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...