Search found 196 matches

by RobertTerwilliger
Thu Mar 24, 2016 6:28 am
Forum: Implemented Suggestions
Topic: [Suggestion] Train waypoints
Replies: 14
Views: 6825

Re: [Suggestion] Train waypoints

EDIT: It just occurred to me... by setting all stations on a train's route as pass through stations you could in theory create a high-speed wall of trains for any biters that come to attack. Please let this happen! ))) Until one train's fuel runs down thus resulting in total collapse. Or train cras...
by RobertTerwilliger
Wed Mar 23, 2016 1:54 pm
Forum: Implemented Suggestions
Topic: [Suggestion] Train waypoints
Replies: 14
Views: 6825

Re: [Suggestion] Train waypoints

ssilk wrote:you should try to fix the routing FIRST. :)
Indeed, however when I started the network I didn't realize it will become so busy - I don't want to dismantle "historical center" of my factory))
by RobertTerwilliger
Wed Mar 23, 2016 8:42 am
Forum: Implemented Suggestions
Topic: [Suggestion] Train waypoints
Replies: 14
Views: 6825

Re: [Suggestion] Train waypoints

I want the trains not to take the shortest path, but the fastest . Simply, because if the shortest path is crowed - cause for example too many trains are there or if you have a deadlock in that area - it's in my eyes a feature, that the current train system tries to go around that. No deadlock, no ...
by RobertTerwilliger
Tue Mar 22, 2016 11:15 am
Forum: News
Topic: Friday Facts #130 - Steam release side effects
Replies: 30
Views: 43712

Re: Friday Facts #130 - Steam release side effects

it can be misinterpreted quite easily Nope, it was completely monosemantic even to me, from Ukraine, which language is even in different language group with English : D The only a bit questionable thing was sarcasm about "ton of money - $80", considering sarcasm itself is hard to translat...
by RobertTerwilliger
Tue Mar 22, 2016 6:28 am
Forum: Implemented Suggestions
Topic: [Suggestion] Train waypoints
Replies: 14
Views: 6825

Re: [Suggestion] Train waypoints

Also in TTD trains also use signals and find the shortest path, however under certain circumstances you may want to program exact point where trains go by. Sure, these circumstances are caused by player himself - e.g. my rail network sometimes causes trains to take looong detour around bottleneck ju...
by RobertTerwilliger
Mon Mar 21, 2016 7:46 am
Forum: News
Topic: Friday Facts #130 - Steam release side effects
Replies: 30
Views: 43712

Re: Friday Facts #130 - Steam release side effects

First of all, I've accidentally noticed "Buy Game" page does not contain link to Steam , only mentioning the fact it's available. I think, the link is needed, because there's currently only single link on the whole website (at homepage) at the banner. It is bright and noticeable, however c...
by RobertTerwilliger
Sun Mar 20, 2016 9:38 pm
Forum: Ideas and Suggestions
Topic: [Suggestion] Bots charging priority, counting distance
Replies: 11
Views: 2894

Re: [Suggestion] Bots charging priority, counting distance

Thinking a bit more, the "low_charge" variable is even unnecessary - after task completion replace it's check by simple charge check - simpler, faster, no additional variables.

PS. I hope devs read these - I really think my idea is simple and can make quite good change... :geek:
by RobertTerwilliger
Sun Mar 20, 2016 6:50 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 134818

Re: Friday Facts #129 - The late game

may we have a screenshot? Ooops, I've lied - refinery has only 2 slots, I messed up everything - havent played for a while... :roll: Even forgot I managed to fit 2 beacons)))) //I messed up, because old setup with 1 beacon gave output (counting speed) about 40% more comparing to raw (unmoduled) ref...
by RobertTerwilliger
Sun Mar 20, 2016 6:33 pm
Forum: Ideas and Suggestions
Topic: [Suggestion] Bots charging priority, counting distance
Replies: 11
Views: 2894

Re: [Suggestion] Bots charging priority, counting distance

Well, for very long tasks this would probably casue bot deadlocking - if maximum charge isn't enough. Charge - move a bit, losing tiny charge - go recharging. If having kind of treshold - it will still result in bots flying from port to port in polygon route, losing some time and wasting some charge...
by RobertTerwilliger
Sun Mar 20, 2016 6:53 am
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 134818

Re: Friday Facts #129 - The late game

tehroach , nice setup, however this doesn't really allow to make max from oil (I use setup where refinery block contains up to 4 refineries with 4 productivity3 modules each and a beacon with 2 speed3 modules, that more than compensates speed loss from productivity modules - making 40% more from oi...
by RobertTerwilliger
Sun Mar 20, 2016 6:39 am
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 204321

Re: Friday Facts #128 - Back down to earth

One of the major problems I have had in factorio is not being able to load/unload fast enough, even with the fastest possible inserter loading/unloading on all sides of a container. If you really want THAT fast unload, you should use multiple containers, but, well, if you like to store only at sing...
by RobertTerwilliger
Sun Mar 20, 2016 6:26 am
Forum: Ideas and Suggestions
Topic: [Suggestion] Bots charging priority, counting distance
Replies: 11
Views: 2894

Re: [Suggestion] Bots charging priority, counting distance

Never suffered bots travelling through natives' bases, but that's the case too for some "nearly peacefull" setups, I believe (in normal setup all enemy bases that posess at least tiny threat should be eliminated) But what I was thinking about, is: - add a single boolean variable "low_...
by RobertTerwilliger
Sun Mar 20, 2016 6:09 am
Forum: Implemented Suggestions
Topic: [Suggestion] Train waypoints
Replies: 14
Views: 6825

Re: [Suggestion] Train waypoints

Well, I used search to find similar topic, but failed - probably used wrong keywords. Train finding it's way is quite good, until you have dozens of trains - the they sometimes tend to take loooong detours if just single signal is red at the short way, sometimes even trying to fit through stations, ...
by RobertTerwilliger
Sat Mar 19, 2016 8:15 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 134818

Re: Friday Facts #129 - The late game

How do you make sure that only one carriage doesn't overload on either empty or full barrels leaving too little storage space (or eventually none at all) for the other? You can set filter on wagon's every slot: - simple way: put any quantity of an item that should be the only one put into that slot...
by RobertTerwilliger
Sat Mar 19, 2016 7:18 pm
Forum: Ideas and Suggestions
Topic: [Suggestion] Bots charging priority, counting distance
Replies: 11
Views: 2894

[Suggestion] Bots charging priority, counting distance

Constantly having problems with bots interrupting their tasks in a millimeter before destination to go charging, sometimes even passing task destination on the way to the roboport.
Is it possible to do smth with it?))
by RobertTerwilliger
Sat Mar 19, 2016 11:05 am
Forum: News
Topic: Friday Facts #130 - Steam release side effects
Replies: 30
Views: 43712

Re: Friday Facts #130 - Steam release side effects

Another idea if you are faced with a large animated GIF is to just make it a short video clip instead and put it in YouTube. :) Was going to suggest exactly the same. I'm not a youtuber, but as I understand, you will even make some money for commercial banners at youtube, which aren't watched by an...
by RobertTerwilliger
Sat Mar 19, 2016 10:48 am
Forum: Implemented Suggestions
Topic: [Suggestion] Train waypoints
Replies: 14
Views: 6825

[Suggestion] Train waypoints

I suggest train waypoints, so we'd be able to form specific routes for trains to make, say, regular route for all trains and express lane for few highly-prioritized trains, which won't wait on junctions with other ones. I.e. I'd like to see the option to force train to pass through "waypoint&qu...
by RobertTerwilliger
Sat Mar 19, 2016 10:22 am
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 134818

Re: Friday Facts #129 - The late game

if there was the idea of manufacturing pre-charged batteries so electricity could be transported by belt, we could argue that. I know that - it was weak point of my example and I realized it. Hoped noone would reveal it. I've just forgotten, Factorio is played mostly by smart people : D maybe it is...
by RobertTerwilliger
Fri Mar 18, 2016 6:07 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 134818

Re: Friday Facts #129 - The late game

Goldminer wrote:Is there any other Way besides buying the game to support you guys ? I miss something like a Paypal Donation
There's "donate" link at the factorio.com frontpage - is that what you're looking for?
by RobertTerwilliger
Thu Mar 17, 2016 5:52 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 204321

Re: Friday Facts #128 - Back down to earth

... an interesting puzzle until you figure out how to do it. Then it becomes a repetitive and uninteresting engineering chore As an IRL construction designer, I'm saying 100% positive this IS realistic - most of engineering workis repetative - luckily with computers we can automate most of it by co...

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