## Search found 122 matches

Sat Feb 13, 2021 12:16 am
Forum: General discussion
Topic: Anyone standardizing on very long trains?
Replies: 21
Views: 2300

### Re: Anyone standardizing on very long trains?

Factorio needs intermodal containers.
Thu Feb 11, 2021 9:20 pm
Forum: Gameplay Help
Topic: Almost identical blueprints
Replies: 17
Views: 1455

### Re: Almost identical blueprints

Signal A goes to the medium electric pole next to the combinator that emits it, and from there is sent on a shared wire with all the other stations. So the each station of a yard has own signal. A,B,C, ... . Then a StoneDropOff yard sends A,B,C also CopperDropOff yard sends A,B,C. What do you do wi...
Wed Feb 10, 2021 7:07 pm
Forum: Gameplay Help
Topic: [1.1.21]Stationary construction robots
Replies: 5
Views: 753

### Re: [1.1.21]Stationary construction robots

It also sounds like the roboport may not be sufficient to charge all the bots.
Wed Feb 10, 2021 6:57 pm
Forum: Gameplay Help
Topic: Almost identical blueprints
Replies: 17
Views: 1455

### Re: Almost identical blueprints

add one arithmetic combinator, Attach it to the boxes to Each * 1 output M then change the 14k - stones to 14k-M output circled I and connect them together. That way you normalize any material to M. Signal A is sent somewhere out of station ? Where the 14k number came from? Signal A goes to the med...
Wed Feb 10, 2021 6:47 am
Forum: Gameplay Help
Topic: Almost identical blueprints
Replies: 17
Views: 1455

### Re: Almost identical blueprints

If this isn't the proper part of the forum, then where is? Combinator Creations was where gGeorg was suggesting. But here also seems fine, to me at least. Ah, well, I figured that was for stuff that was finished that people wanted to share/show off. Not stuff that people need help with. A descripti...
Wed Feb 10, 2021 1:30 am
Forum: Gameplay Help
Topic: Almost identical blueprints
Replies: 17
Views: 1455

### Re: Almost identical blueprints

If this isn't the proper part of the forum, then where is? There's no mods involved, so I don't know where else I would put it. Anyhow, I did a complete tear down and rebuild of the circuits, and thought I had managed to eliminate two combinators, until I realized those two were the ones making sure...
Tue Feb 09, 2021 11:21 pm
Forum: Ideas and Suggestions
Topic: Blueprints should be available on game start.
Replies: 14
Views: 844

### Re: Blueprints should be available on game start.

I too would like a limited early game ghost placer, something that'd place things for me within my range, but thats not what this topic is about. Its just about getting these features to the players without them having to have beaten the game first. Now I realize the devs here hate robots, at least...
Tue Feb 09, 2021 8:07 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 367
Views: 107422

### Re: Parrallel processing in games & applications

It seems to me that a different algorithm is needed here, not multithreading. I am not a programmer either, but I understand a little that in the modern world new and new methods of implementing complex tasks regularly appear. Virtually all of the advances in software methods have been enabled by f...
Mon Feb 08, 2021 1:36 am
Forum: Ideas and Suggestions
Topic: Show Stack Size on tooltip, more relevant than max health in all but walls and vehicles
Replies: 5
Views: 590

### Re: Show maximum stack size of an item in the crafting tooltip

+1
Sun Feb 07, 2021 4:39 pm
Forum: Gameplay Help
Topic: Almost identical blueprints
Replies: 17
Views: 1455

### Re: Almost identical blueprints

The circuits have four combinators that have to be set to the "assigned signal". Going with a more generic layout I can eliminate two of those, and perhaps a third if I make a bit more complicated circuit. I do the duplicated blueprints because it is fast, just slam down the blueprint and ...
Sun Feb 07, 2021 1:46 am
Forum: Gameplay Help
Topic: Almost identical blueprints
Replies: 17
Views: 1455

### Re: Almost identical blueprints

The depot can accommodate up to 36 stops (for really huge ore patches), and pasting in a separate train stop wouldn't put in the circuit connections. But, I'm guessing there is no mod that will let you specify what should go in placeholder spots. So, I will go on having a separate blueprint for each...
Sun Feb 07, 2021 12:04 am
Forum: Technical Help
Topic: Unlocking blue hardware
Replies: 12
Views: 518

### Re: Unlocking blue hardware

The relevant technology is "logistic-system", and if you want to unlock the blue belts, that's "logistics-3".
Sun Feb 07, 2021 12:00 am
Forum: Gameplay Help
Topic: Almost identical blueprints
Replies: 17
Views: 1455

### Re: Almost identical blueprints

That's not the point. I presently have separate blueprints for pickup stations for all the ores and stone, and they each have appropriate icons. Telling them apart isn't the problem, it's the clutter. Looking at some of the mods I'd like to play, just this one example is going to multiply even furth...
Sat Feb 06, 2021 11:50 pm
Forum: Gameplay Help
Topic: Almost identical blueprints
Replies: 17
Views: 1455

### Almost identical blueprints

Crossing my fingers and hoping there is a way (vanilla or mod) of dealing with blueprints that are almost but not quite identical to each other. For instance, loading depots for ore/stone that are identical except that the station names are different. Or circuits that are identical except that each ...
Sat Feb 06, 2021 4:01 pm
Forum: Ideas and Suggestions
Replies: 1
Views: 142

+1, would really like speaker-generated alerts to be able to show the arrows and icons.
Sat Feb 06, 2021 3:59 pm
Forum: Ideas and Suggestions
Topic: Accessibility option - screen flash on warning
Replies: 2
Views: 169

### Re: Accessibility option - screen flash on warning

Hm. I also play often without sound (instead hearing music or podcasts), so I’m aware, that I could miss the alarms. But that also happens with sound. And flashing is not such a good idea, we have some suggestions about removing the current flashes, because of epilepsy inducing. https://forums.fact...
Sat Feb 06, 2021 3:38 pm
Forum: Technical Help
Topic: Unlocking blue hardware
Replies: 12
Views: 518

### Re: Unlocking blue hardware

Looks like technology after purple and yellow science has been deleted from your save. I suspect a mod, because that's definitely not part of the standard game. A mod can delete vanilla data? Is there a way to get it back or do I have to start a new save? If a mod wants to replace all or part of th...
Sat Feb 06, 2021 3:18 pm
Forum: Technical Help
Topic: Unlocking blue hardware
Replies: 12
Views: 518

### Re: Unlocking blue hardware

Looks like technology after purple and yellow science has been deleted from your save. I suspect a mod, because that's definitely not part of the standard game.
Fri Feb 05, 2021 4:51 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 269
Views: 68280

### Re: Friday Facts #365 - Future plans

With respect to people wanting better enemies, one place where Factorio lacks is in ways to respond to anything but the sort of basic bland enemies we have right now. Other than biters and the day/night cycle and fires the player might start themselves, the environment plays no role in planning a fa...
Wed Feb 03, 2021 3:42 am
Forum: Questions, reviews and ratings
Topic: Mod that exposes time to consume a science pack to the circuit network
Replies: 4
Views: 330

### Re: Mod that exposes time to consume a science pack to the circuit network

game.player.force.current_research?
game.player.force.current_research.research_unit_energy to get the time required, I think.