Search found 493 matches
- Mon Aug 24, 2020 5:54 pm
- Forum: Gameplay Help
- Topic: Big problem on how to load ovens with coal
- Replies: 22
- Views: 4784
Re: Big problem on how to load ovens with coal
Better to filter iron ore to the left side of the splitter in the middle, instead of coal to the right, so it still works if you change fuel. Why use an expensive splitter when the (already existing) underground belt will do? Just move the underground entry one tile down so it gets side loaded and ...
- Thu Aug 20, 2020 8:05 pm
- Forum: Gameplay Help
- Topic: Blueprint behaviour
- Replies: 4
- Views: 908
Re: Blueprint behaviour
I'm confused because when I used to grab one from the book it was always grabbing a copy before. What is the new way to "grab a copy" instead of the original?! Anyone have a youtube video talking about the new changes? There's a copy button. Not a video but https://www.factorio.com/blog/p...
- Thu Aug 20, 2020 6:21 pm
- Forum: Gameplay Help
- Topic: I need iron
- Replies: 14
- Views: 2507
Re: I need iron
Double headed means one locomotive in each direction. One at each end. Like real life trains are set up. In real life, "double heading" means two locos at the front. One at each end is called "top and tail". Double heading is also possible in Factorio and useful to improve accel...
- Thu Aug 20, 2020 4:41 pm
- Forum: Gameplay Help
- Topic: Big problem on how to load ovens with coal
- Replies: 22
- Views: 4784
- Wed Aug 19, 2020 5:28 pm
- Forum: Gameplay Help
- Topic: WHere to get oil and plastic?
- Replies: 8
- Views: 2288
Re: WHere to get oil and plastic?
the big problem is i am running out of iron, so I will have to constantly look for new resources, cause it runs out You can tune the resource generation to suit how you'd like to play. Size and frequency were mentioned by Serenity but increasing richness may be what you want. There is a bit of inte...
- Sun Aug 16, 2020 7:18 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 514483
Re: Simple Questions and Short Answers
You may be surprised how much you can do without needing any combinators. Good. I don't understand how those work at all and would really prefer not to work with them if I don't have to. I know they add extra complexity and automation and stuff, but it's just not my thing. That's fair enough of cou...
- Sat Aug 15, 2020 4:18 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 514483
Re: Simple Questions and Short Answers
I would need to use combinators, then, I assume? You may be surprised how much you can do without needing any combinators. This is mainly because you set a condition, similar to a decider combinator, directly on a controlled entity like an inserter. More complex requirements certainly need them, bu...
- Sat Aug 15, 2020 9:24 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 514483
Re: Simple Questions and Short Answers
However, one thing I haven't yet understood (and feel like I didn't explain properly) is how to limit the number of robots available to be used within the network, not just the number in the network itself, if that makes sense. A roboport with a circuit connection can be set to signal the available...
- Mon Aug 10, 2020 11:25 am
- Forum: Ideas and Suggestions
- Topic: [0.18.45] "Reselect New Contents for Blueprints" defaults to "Train Stop Names" selected
- Replies: 9
- Views: 2090
Re: [0.18.45] "Reselect New Contents for Blueprints" defaults to "Train Stop Names" selected
My guts tell me it's a new feature request. The devs read regularly read this subforum, if they think it is indeed a bug, they can say so, and even move the thread themselves. I would like all settings to be retained when you "Select new contents for the blueprint": name, icon, descriptio...
- Mon Aug 10, 2020 7:55 am
- Forum: Ideas and Suggestions
- Topic: Better filesystem storage of Blueprints
- Replies: 9
- Views: 3214
Re: Better filesystem storage of Blueprints
1) Ability to have blueprint books based off directory 2) Having the game recognize file changes and automatically import changes to those blueprints 3) Sorting the content in some sane way (probably based off grid positions) so that version control can be effective 4) Having the json broken out by...
- Sat Aug 08, 2020 6:46 am
- Forum: Ideas and Suggestions
- Topic: blueprinting and deconstruction order of operations and options
- Replies: 15
- Views: 3104
Re: blueprinting and deconstruction order of operations and options
Wrong. The deconstructing bots picks up the wood, like any other regular entity deconstruction. Except the one bot send to the tree can't carry all that wood. Actually, it looks like bots ignore cargo size when chopping trees and destroying rocks: they can always carry all the wood from a tree or a...
- Wed Aug 05, 2020 7:35 pm
- Forum: Ideas and Suggestions
- Topic: blueprinting and deconstruction order of operations and options
- Replies: 15
- Views: 3104
Re: blueprinting and deconstruction order of operations and options
The way it would work without repeating the entity is that once per loop through a bot would get tasked to construct the entity, find there is something in the way and deconstruct that instead (unless there already is a bot tasked for it). But would that be so bad? My thinking was that by not advan...
- Tue Aug 04, 2020 4:58 pm
- Forum: Ideas and Suggestions
- Topic: blueprinting and deconstruction order of operations and options
- Replies: 15
- Views: 3104
Re: blueprinting and deconstruction order of operations and options
Probably not possible the way the devs have described how bots work in the past. From memory they have a single big list of ghost entities and deconstruction jobs. Every tick one item in the list is looked at. If a bot is free (and the item to build the entity is available) the bot is tasked to tha...