Search found 294 matches
- Mon Feb 27, 2017 4:18 pm
- Forum: Technical Help
- Topic: map-gen-settings.json
- Replies: 2
- Views: 12437
Re: map-gen-settings.json
You following these instructions? https://wiki.factorio.com/Multiplayer#Dedicated.2FHeadless_server Its one of the command line parameters, relative to the directory you are running from. factorio --create saves/my-save.zip --map-gen-settings path-to-file-with-desired-map-generation-settings.json It...
- Mon Feb 27, 2017 11:09 am
- Forum: Gameplay Help
- Topic: Using trains to transport resources that are getting low?
- Replies: 29
- Views: 11763
Re: Using trains to transport resources that are getting low?
Yeah both bots and inserters seem to like picking up more than the destination wants. Not sure if you can control that. Also am thinking for a larger network bots beung fairly slow and trying to take a direct route (away from roboports or over biters) will be a problem. At least with a circuit wire ...
- Fri Feb 24, 2017 9:02 am
- Forum: Gameplay Help
- Topic: Using trains to transport resources that are getting low?
- Replies: 29
- Views: 11763
Re: Using trains to transport resources that are getting low?
Will load up after work, but Im still not sure how you effectively scale that to multiple trains. That was most of the complexity for me. For cargo like copper and iron, for large factories and distant resources, it needs to be possible to have multiple in transit trains. When you have space to unlo...
- Fri Feb 24, 2017 1:04 am
- Forum: Gameplay Help
- Topic: Using trains to transport resources that are getting low?
- Replies: 29
- Views: 11763
Re: Using trains to transport resources that are getting low?
Still not really clear how your doing it, I put my idea into a sandbox map. The concept is to have a circuit network that knows how much cargo is stored or inbound compared to the maximum amount it is allowed to store (in my save storage is just the unloading chests, but could be the entire logistic...
- Wed Feb 22, 2017 5:32 pm
- Forum: Gameplay Help
- Topic: good engine/ robot setup?
- Replies: 8
- Views: 11948
Re: good engine/ robot setup?
Can easily have as many assemblers as needed. To get electric engines for other use, at an end just have the same but without the frame assembler. This is what I built as soon as got the research, since most of the demand for bots is getting the main network started, I have never felt the need to re...
- Wed Feb 22, 2017 4:50 pm
- Forum: Gameplay Help
- Topic: good engine/ robot setup?
- Replies: 8
- Views: 11948
Re: good engine/ robot setup?
Well an engine takes 20 seconds, an electric engine needs 1 engine and also takes 20 seconds, and a robot frame needs one electric engine and is again 20 seconds. Which means if you use all the same assemblers and modules, you can just have 3 assemblers in a line with a single inserter between, no b...
- Wed Feb 22, 2017 3:33 pm
- Forum: Gameplay Help
- Topic: A simple circuit problem.
- Replies: 8
- Views: 2498
Re: A simple circuit problem.
Are you trying to unload directly into a roboport? Construction bots will take repair packs from passive provider chests (also spare turrets and such are useful, as biters will sometimes destroy a turret or other "front line" objects before they can be repaired). Thus an easy solution is t...
- Wed Feb 22, 2017 1:52 pm
- Forum: Multiplayer
- Topic: Looking for someone to play Multiplayer with (voice chat)
- Replies: 10
- Views: 3113
Re: Looking for someone to play Multiplayer with (voice chat)
I'm in the UK, and am also trying to avoid the sessions when I decide to sleep because the birds got up
. Weekdays generally from 5pm if im on mp.
http://steamcommunity.com/id/SyncViews
http://steamcommunity.com/id/SyncViews
- Wed Feb 22, 2017 1:19 pm
- Forum: Gameplay Help
- Topic: Mid to late game transition
- Replies: 5
- Views: 3940
Re: Mid to late game transition
I think 2, even blue belts for copper or iron is not really so much :) For steel I just have dedicated iron furnaces as well separate from plain iron (I split the iron ore immediately at my ore unloading depot). It means I can build the whole steel setup seperate from the iron and have more space fo...
- Wed Feb 22, 2017 10:42 am
- Forum: Gameplay Help
- Topic: trains and inserters
- Replies: 7
- Views: 2956
Re: trains and inserters
If you want just 1000 plastic and 500 iron regardless of where you load and unload, since the total is less than the wagons capacity, you can just filter the wagon slots (middle mouse button) so that you only have 10 plastic slots and 5 iron slots (and block the spares like with chests), since inert...
- Wed Feb 22, 2017 9:12 am
- Forum: Gameplay Help
- Topic: Using trains to transport resources that are getting low?
- Replies: 29
- Views: 11763
Re: Using trains to transport resources that are getting low?
Ill have to read that fully later :) "waiting zone" -> circuit signal -> "pick up" -> inventory full -> "drop off" The thing here is you have to assume fully loading at "pick up" can be done nearly immediately, which is only going to work if the mine is produc...
- Tue Feb 21, 2017 5:20 pm
- Forum: Multiplayer
- Topic: Looking for modded co-op
- Replies: 3
- Views: 1132
- Tue Feb 21, 2017 12:42 pm
- Forum: Gameplay Help
- Topic: Manual Switch to turn on/off a section of Inserters [Solved]
- Replies: 4
- Views: 4004
Re: Manual Switch to turn on/off a section of Inserters
But you still want a manual step at some point, so why not the power switch? You could also have say a constant combinator and manually change its output.
- Tue Feb 21, 2017 10:57 am
- Forum: Gameplay Help
- Topic: Using trains to transport resources that are getting low?
- Replies: 29
- Views: 11763
Re: Using trains to transport resources that are getting low?
This is precisely the problem that my train requests solve. Basically exploits the difference between circuit and lognet (point to point vs broadcast) to get the bots to select which train runs 'invisibly'. Also basically sets things up as collaboration between autonomous agents. I can change local...
- Mon Feb 20, 2017 4:20 pm
- Forum: General discussion
- Topic: Which turrets are best?
- Replies: 37
- Views: 23211
Re: Which turrets are best?
Gun turrets are good early game since can get them and standard ammo automated without much effort to build the first walls and just manually fill them rather than rushing lasers. Also one advantage to ammo over lasers is that ammo is like its own dense accumulator and you can generally have a good ...
- Mon Feb 20, 2017 12:02 pm
- Forum: Gameplay Help
- Topic: Using trains to transport resources that are getting low?
- Replies: 29
- Views: 11763
Re: Using trains to transport resources that are getting low?
Personally in my own games I have either tended to just let the trains look pointlessly if need be (have a condition to not wait at the unload more then say 30 seconds), since even if too many trains arrive at the unload, it keeps the system moving and from locking up (be sure to design the tracks s...
- Fri Feb 17, 2017 12:22 pm
- Forum: Gameplay Help
- Topic: refinery question
- Replies: 3
- Views: 862
Re: refinery question
Might have been the original pipe got some other liquid in it. Its easy to let two wrong pipes touch in some way for a moment with so many different liquids near each other and then it jams the "contaminated" pipe since Factorio wont let them actually mix.
- Thu Feb 16, 2017 8:59 pm
- Forum: Multiplayer
- Topic: Looking for modded co-op
- Replies: 3
- Views: 1132
Re: Looking for modded co-op
You find anything? Some more info would be great.
I was considering giving bobs mp a go once finished my current game, and have plenty of hosting options. I am also thinking of keeping it mostly to 4pm-12pm UTC weekdays (longer weekends) or similar rather than leaving it 24/7.
I was considering giving bobs mp a go once finished my current game, and have plenty of hosting options. I am also thinking of keeping it mostly to 4pm-12pm UTC weekdays (longer weekends) or similar rather than leaving it 24/7.
- Sat Feb 04, 2017 9:31 am
- Forum: Multiplayer
- Topic: Hosting vanillia game this weekend (maybe longer)
- Replies: 3
- Views: 873
Re: Hosting vanillia game this weekend (maybe longer)
Played on thrawn's one last night. Its 9:30am local time now so im going to sleep
and will see in a few hours.
Going for co-op, single base (with normal resource outposts). Not sure on your question regarding AFK players, can always reconnect later if need to step away?
Going for co-op, single base (with normal resource outposts). Not sure on your question regarding AFK players, can always reconnect later if need to step away?
- Fri Feb 03, 2017 3:39 pm
- Forum: Multiplayer
- Topic: Hosting vanillia game this weekend (maybe longer)
- Replies: 3
- Views: 873
Hosting vanillia game this weekend (maybe longer)
I am planning to run a server based in the UK over this weekend (would start later tonight) if anyone is interested. Newer players welcome.
My personal online times will be until around 04:00am UTC.
Voice coms if anyone wants but not mandatory.
PM or reply if interested.
My personal online times will be until around 04:00am UTC.
Voice coms if anyone wants but not mandatory.
PM or reply if interested.