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by Hannu
Sat Aug 27, 2016 5:32 pm
Forum: Ideas and Suggestions
Topic: Add a condition "one car empty" to trains
Replies: 11
Views: 6215

Re: Add a condition "one car empty" to trains

just hook unloading inserters together, set them to output their holded item(s), select "hold" mode and then you only need a circuit that outputs something as soon as the inserters output 0 for longer than one second or use inactivity if you only touch one of the cargo wagons at this stat...
by Hannu
Sat Aug 27, 2016 1:34 pm
Forum: Ideas and Suggestions
Topic: Add a condition "one car empty" to trains
Replies: 11
Views: 6215

Re: Add a condition "one car empty" to trains

This new condition is in my eyes too specialized to have it as general case in the vanilla; especially cause you will have (at some time) an alternative: to implement such a "specialized" condition would be to built a circuit network and set the train to wait for that circuit condition. I...
by Hannu
Sat Aug 27, 2016 8:36 am
Forum: Ideas and Suggestions
Topic: Add a condition "one car empty" to trains
Replies: 11
Views: 6215

Add a condition "one car empty" to trains

Is it possible to add a condition "at least one of the cars is empty" to train stops? I have 4, 6 and 8 car trains to haul the most common resources. I have also standard belt balancers between unload stations and consumer devices. But they do not balance perfectly in that direction and ty...
by Hannu
Fri Aug 26, 2016 6:12 am
Forum: Gameplay Help
Topic: Unloading station - room for improvement
Replies: 11
Views: 6216

Re: Unloading station - room for improvement

The only issue I have yet to fix is that in some instances, the drills pick up more than one item. For example, say an iron patch, and there's a bit of copper tucked in there somewhere. I sort everything before I put them on load chests. I try to avoid placing miners on spots where they can produce...
by Hannu
Thu Aug 25, 2016 2:27 pm
Forum: Gameplay Help
Topic: Unloading station - room for improvement
Replies: 11
Views: 6216

Re: Unloading station - room for improvement

You should set filters in cargo wagons too. Open the inventory window and click a slot with middle button. Select what stuff you want to be in that slot and copy it by normal shift right & shift left operation to all slots. I use always filtered slots in wagons and and filter inserters in unload...
by Hannu
Thu Aug 25, 2016 10:14 am
Forum: Gameplay Help
Topic: 2 refineries can't satisfy more than 1 chem plant
Replies: 5
Views: 3589

Re: 2 refineries can't satisfy more than 1 chem plant

In my opinion advanced oil processing should be the first goal after unlocking basic oil processing. I use always 1 refinery and 1 plastic and sulfur plants in that phase just to produce everything needed for blue science and advanced processing. After that I make a large overhaul and expansion in m...
by Hannu
Thu Aug 25, 2016 10:02 am
Forum: Gameplay Help
Topic: How do I stop the spawners from reappearing in v0.13?
Replies: 8
Views: 2772

Re: How do I stop the spawners from reappearing in v0.13?

As far as I know there is no such simple way to prevent expansion in vanilla game but there is a mod for that.

https://mods.factorio.com/mods/catalyst518/VictoryPoles
by Hannu
Thu Aug 25, 2016 8:32 am
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 210392

Re: Electric energy

For gameplay terms I guess that nuclear would be just over powered. One 3x3 tile reactor would give at least 250 MW in case of a molten salt reactor (MSR), make no pollution and zero waste (considering that nothing else leaves waste in the game). The mods that use cooling towers etc are just not re...
by Hannu
Thu Aug 25, 2016 8:21 am
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 210392

Re: Electric energy

I think that portable fusion reactor can be renamed to some kind of RTG and it could have exponentially decreasing power. Half life could be for example 3 hours so that player should change them occasionally but not too often. I like also the idea of nuclear bombs. They should be extremely expensive...
by Hannu
Tue Aug 23, 2016 7:45 pm
Forum: Ideas and Suggestions
Topic: Autosaving while in combat is DUMB
Replies: 25
Views: 6038

Re: Autosaving while in combat is DUMB

Is it possible to change autosaving such that when autosaving time limit is exceeded game waits until player have not moved or pressed buttons for example in 3 seconds? It would prevent most annoying situation in which autosave happens at worst possible moment.
by Hannu
Mon Aug 22, 2016 1:37 pm
Forum: Development Proposals
Topic: Railroad
Replies: 148
Views: 119738

Re: Railroad

How in your opinion pathfinding should predict the time needed for waiting? It may be too complicated thing to be taken into account. I think that devs do not want to make a large overhaul to train logistics. It would be enough that path finder would compare distance between the shortest free path ...
by Hannu
Sun Aug 21, 2016 5:38 pm
Forum: Development Proposals
Topic: Railroad
Replies: 148
Views: 119738

Re: Railroad

I bet there are no "roundabouts" for trains anywhere in the world. It's not realistic. But there are several possible routes between cities in every country. I did not mean very realistic traffic but as realistic as practically possible in Factorio. I would like that there would be a poss...
by Hannu
Sat Aug 20, 2016 8:41 pm
Forum: Development Proposals
Topic: Railroad
Replies: 148
Views: 119738

Re: Railroad

Your network contains loops. 4/10 I know that tree structure would be more optimal in Factorio. However, I want to make more aesthetic, realistic ans practical rail network. It is not huge problem if some train uses couple of extra minutes. However, it is annoying and it would also be very easy and...
by Hannu
Sat Aug 20, 2016 3:02 pm
Forum: Development Proposals
Topic: Railroad
Replies: 148
Views: 119738

Re: Railroad

Trains have strange logic that if the shortest path is temporarily occupied they calculate an other path. It is problem because I want to make realistic like rail network (and also practical to run from an outpost to another by the work train) which have many routes from station to another. Sometime...
by Hannu
Thu Aug 18, 2016 7:35 am
Forum: Gameplay Help
Topic: What is the simpliest way to supply outposts?
Replies: 5
Views: 4039

Re: What is the simpliest way to supply outposts?

I set filters in car next to the locomotive. I use always filters in resource trains because sometimes trains can stop on wrong stops. I put some requester chests to unload station in the base and load the car with supplies. I unload them to provider chests in outposts. I use one chest per item type...
by Hannu
Tue Aug 16, 2016 6:21 pm
Forum: Gameplay Help
Topic: Lack of ideas how to develop large base
Replies: 3
Views: 1539

Re: Lack of ideas how to develop large base

I consider expanding. I have done it already in couple of steps, my original idea was capacity of 2 full blue belts of iron (about 5 k/min). I have widened my iron bus from 2 to 8 lines, moved most of my production cells, moved rail yard, expanded my base etc. (therefore the layout of my base is som...
by Hannu
Tue Aug 16, 2016 7:47 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Let's see your no laser defense ideas!
Replies: 25
Views: 19040

Re: Let's see your no laser defense ideas!

Beeblebrox wrote:Do you have a spiffy way to request a train if your bot count gets low?
No, but it is easy to filter one slot in a car for construction bots and use circuit networks to unload them when needed.
by Hannu
Mon Aug 15, 2016 8:27 pm
Forum: General discussion
Topic: CPU consumption of belts and other things
Replies: 4
Views: 2066

Re: CPU consumption of belts and other things

OK. Thanks for the information. I will not care about old belts.
by Hannu
Mon Aug 15, 2016 8:23 pm
Forum: Gameplay Help
Topic: Lack of ideas how to develop large base
Replies: 3
Views: 1539

Lack of ideas how to develop large base

I have a relatively large base able to produce 700 k iron plates per hour and launch a rocket per 5 minutes. It is quite compact, quite optimal and quite aesthetic with concrete tiling and runways. I have isolated about 10 square kilometers by tough defense line. No enemy have ever came through it. ...
by Hannu
Mon Aug 15, 2016 7:45 pm
Forum: General discussion
Topic: What to do when the starting area runs dry?
Replies: 14
Views: 7017

Re: What to do when the starting area runs dry?

I make outposts with solar electric system, mining drills and defenses and bring resources to my base with trains. I put also roboports and repair bots to the outposts immediately or later depending on the research situation. Later I conquer larger connected area, typically couple of square kilomete...

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