Search found 67 matches
- Thu Oct 05, 2017 1:53 pm
- Forum: Ideas and Suggestions
- Topic: Time acceleration
- Replies: 33
- Views: 10084
Re: Time acceleration
I do not believe that there should be time acceleration in this game. Like the dev said, if you're waiting for something, just build bigger. In my opinion, the dune buggy comes early enough in the game that your base is not massively spread apart...even if it is the buggy moves super quick. If your ...
- Thu Jun 08, 2017 2:21 pm
- Forum: Ideas and Suggestions
- Topic: I'd like to be able to see my corpse on the map.
- Replies: 55
- Views: 23120
Re: Make Corpses More Visible
After hundreds of hours...I... did not know I could find the corpse and recover the lost stuff. I had no idea. I didnt even think about it. Countless power armor mark 2s and stuff lost permanently due to my ignorance. Even when I hit a train, I never checked that place again. :oops: It dies after 1...
- Wed Jun 07, 2017 1:34 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 60508
Re: Personal robots prioritize nearest first
Love this! Especially with many roboports your range can get very large, nearest first seems like a nobrainer as opposed to what appears to be random. In such a deterministic game, would make sense to be able to predict your own bot movement.
- Tue Jun 06, 2017 2:39 am
- Forum: Gameplay Help
- Topic: How to PROPERLY use Enable/Disable of a Train Station
- Replies: 20
- Views: 24423
Re: How to PROPERLY use Enable/Disable of a Train Station
Okay so, this is what I've done and the outcomes: I've decided, at each of my iron mines, to sum all the ores and divide by 8000 to outpost a signal "i" for number of iron train pickups ready. Like Zaka, I created 10 dedicated trains for iron ore pickup to drop off. 0-10 trains are release...
- Sat Jun 03, 2017 4:32 pm
- Forum: Gameplay Help
- Topic: How to PROPERLY use Enable/Disable of a Train Station
- Replies: 20
- Views: 24423
Re: How to PROPERLY use Enable/Disable of a Train Station
I'll see what I can do when I get home in a little while, might not be able to get much done today as I have other obligations, but I will report back here with my findings.Zaka wrote:I like your ideas and would be interested to see how you implement them.
- Sat Jun 03, 2017 4:16 pm
- Forum: Gameplay Help
- Topic: How to PROPERLY use Enable/Disable of a Train Station
- Replies: 20
- Views: 24423
Re: How to PROPERLY use Enable/Disable of a Train Station
Zaka, I think I've moved towards your idea of having the waiting bay always be an option. Although it is a waste of time, I can control trains this way. In response to my previous statement about not being enough throughput, I've decided to let trains equal to (iron ore available at all outposts/800...
- Sat Jun 03, 2017 3:19 pm
- Forum: Gameplay Help
- Topic: How to PROPERLY use Enable/Disable of a Train Station
- Replies: 20
- Views: 24423
Re: How to PROPERLY use Enable/Disable of a Train Station
Zaka, I re-read your post a couple of times now and I can't quite grasp how you could possibly have the throughput required for you setup. Say you had 2 mines with resources ready to go, either all 10 of your trains path to those two mines which require a decent amount of stacker lanes such that you...
- Sat Jun 03, 2017 1:20 pm
- Forum: Ideas and Suggestions
- Topic: Player's inventory - logistic network requests indications.
- Replies: 4
- Views: 1593
Re: Player's inventory - logistic network requests indications.
I've always wanted this as an option, but over time I found that creating a "shopping mall" of sorts with it's own logistic system would function the same. You could even create light arrays telling how much of each material is there ready to go for you and the logistic bots in the system ...
- Sat Jun 03, 2017 11:31 am
- Forum: Gameplay Help
- Topic: How to PROPERLY use Enable/Disable of a Train Station
- Replies: 20
- Views: 24423
Re: How to PROPERLY use Enable/Disable of a Train Station
Why are you disabling the waiting bays? No matter what the trains have to be somewhere and the waiting bay (or depot) is their resting spot. I choose to disable the waiting bays only when the outposts don't have enough ore to be worth the trip. This way, my trains aren't needlessly going to the wai...
- Fri Jun 02, 2017 4:09 pm
- Forum: Gameplay Help
- Topic: How to PROPERLY use Enable/Disable of a Train Station
- Replies: 20
- Views: 24423
Re: How to PROPERLY use Enable/Disable of a Train Station
I'm reading your replies and considering the solutions, but I don't want to give up on my goal just yet. I would love to just be able to plop down a train and copy paste the conditions from one train to another and have it all work, draining outposts evenly by not preferring the closer one. Does any...
- Fri Jun 02, 2017 2:43 am
- Forum: Gameplay Help
- Topic: How to PROPERLY use Enable/Disable of a Train Station
- Replies: 20
- Views: 24423
How to PROPERLY use Enable/Disable of a Train Station
Hi everyone, My current goal is to name all of my outposts the same so trains can path to whichever one has enough ore for a full load (>= 8000). I am able to enable/disable to stations fine, but the problem is (I don't have loops, my locomotives are LCCCCL with each locomotive facing the opposite d...
- Wed May 31, 2017 8:13 pm
- Forum: General discussion
- Topic: Botting in Factorio
- Replies: 3
- Views: 1737
Botting in Factorio
Just a random thought, but botting in games is typically frowned upon. I feel in Factorio is would be praised to be able to bot your way to science. Anyone done this? If so, can you make a video of it playing the game?!
- Mon May 22, 2017 4:32 pm
- Forum: General discussion
- Topic: 0.15 Oil Rebalancing - Too Far?
- Replies: 38
- Views: 15661
Re: 0.15 Oil Rebalancing - Too Far?
Before, I would be doing nothing but wondering why I had no red circuits. Ever. That is because I used to run out of oil in about an hour or two after creating a new outpost. With the new settings, I've create one outpost that was massive after my initial one in the base and I'm 60 hours in. I agree...
- Mon May 22, 2017 4:29 pm
- Forum: Balancing
- Topic: Please make trains able to run over evolved aliens
- Replies: 81
- Views: 33591
Re: Please make trains able to run over evolved aliens
I'm more along the lines of t-lor. 60 hours in .15 and I've only had one train damaged via biters but it wasn't moving. There was a traffic jam and the biters had to get through the train. Other than that, I have not experienced what you're going through. However, I suggest playing on the new rail w...
- Mon May 22, 2017 4:27 pm
- Forum: General discussion
- Topic: Ore gen, there's no middle ground
- Replies: 14
- Views: 6560
Re: Ore gen, there's no middle ground
I loved RSO, but when playing with a newbie through my .15 play through, I opted for normal generation so he could get the ore he needed nearby without diving into trains while I build up my rails and towns. I can't speak for vanilla generation besides that stone is always abysmal, but RSO is pretty...
- Mon May 22, 2017 4:24 pm
- Forum: General discussion
- Topic: I Want to buy??
- Replies: 7
- Views: 2959
Re: I Want to buy??
If you do plan on buying the game, which you should, purchase directly from www.factorio.com as the devs will get full compensation while through other means such as steam they do not get the full $20. This game is worth every penny and more, so be sure the devs get their proper cut. You may find yo...
- Mon May 22, 2017 4:23 pm
- Forum: General discussion
- Topic: Fluid wagon vs Cargo wagon comparison: Transporting fluids
- Replies: 39
- Views: 23102
Re: Fluid wagon vs Cargo wagon comparison: Transporting fluids
Before bots, I believe rail tankers are an easier method of transferring liquids via trains. However, later game bots can give you more throughput by barreling it, which I believe requires more infrastructure and logistics to do efficiently, which should be rewarded with more throughput. With this i...
- Mon May 22, 2017 4:18 pm
- Forum: General discussion
- Topic: Underground belt lane splitting, anyone else hate it?
- Replies: 97
- Views: 38648
Re: Underground belt lane splitting, anyone else hate it?
I agree that it feels weird to split a belt in this way, however it is another option. If you feel this is not intuitive, then you aren't limited to underground belts. You can use filter inserters early game the take care of this. Use as many as needed to move the half belt of material that you are ...
- Wed Apr 26, 2017 11:45 pm
- Forum: Not a bug
- Topic: 0.15.2 Offshore Pumps Still Pump After Landfilled
- Replies: 3
- Views: 1379
Re: 0.15.2 Offshore Pumps Still Pump After Landfilled
Cool! Haven't researched everything in 0.15 yet, is this a build-able entity?
- Wed Apr 26, 2017 9:59 pm
- Forum: Not a bug
- Topic: 0.15.2 Offshore Pumps Still Pump After Landfilled
- Replies: 3
- Views: 1379
0.15.2 Offshore Pumps Still Pump After Landfilled
Was working on my base and accidentally used landfill atop of my offshore pump. To my amazement, the pump still works through the land! See following picture.
Bug or intended?
Bug or intended?