Search found 2916 matches
- Sat Nov 26, 2016 8:19 pm
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 63547
Re: Friday Facts #166 - Combat Revisit
Factorio was a tough choice for me between “Just 5 More Minutes” and “I Thought This Game Was Cool Before It Won An Award". Turret Creep needs nerfing not because it's "too good" but because it's the least annoying way to get rid of massive biter infestations. Unless you use mods like...
- Sat Nov 26, 2016 7:12 pm
- Forum: General discussion
- Topic: What do you do with your wood?
- Replies: 21
- Views: 16235
Re: What do you do with your wood?
Railway ties would be an interesting idea but what if you start in the desert with almost no trees whatsoever? Would make getting into rail networks a lot harder for these people. The obvious answer would be to use concrete ties as alternative ingredient. With the current biome sizes the next dense...
- Sat Nov 26, 2016 4:36 pm
- Forum: General discussion
- Topic: What do you do with your wood?
- Replies: 21
- Views: 16235
Re: What do you do with your wood?
With Wood to (Char)coal and Bergius Process, wood became a great oil source. :D Somehow I doubt that was intended. Joke aside, wood is pretty useless without mods. I try to run trains and backup power boilers with it but it still piles up. Having a resource becoming so useless never is a good thing....
- Sat Nov 26, 2016 10:09 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 282068
Re: [Mod 0.14] Logistic Train Network 0.4.1
EDIT: I did as you suggested and added a combinator to my provider stations to only output their contents when a full train load is available, and as soon as the station had over 8k resources, the depot dispatched all 6 trains to pickup 8k each. The second train to arrive is now sitting at the stat...
- Fri Nov 25, 2016 6:54 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 282068
Re: [Mod 0.14] Logistic Train Network 0.3.12
Seems to me like the ultimate fix will be to rename "minimum delivery size" to "request threshold". ;) EDIT: I did as you suggested and added a combinator to my provider stations to only output their contents when a full train load is available, and as soon as the station had ove...
- Fri Nov 25, 2016 6:34 am
- Forum: News
- Topic: Friday Facts #165 - Death by a thousand cuts
- Replies: 101
- Views: 44973
Re: Friday Facts #165 - Death by a thousand cuts
Not a problem, and welcome to this lovely station :) Now that you're brought up to speed, pick a wagon and hop on the hype train - train , mind you - for a hell of a ride :) Unless you're not a Factorio Railway enthusiast. Hype car, then? Or maybe a hype tank? Or hype biter, if you like it extreme ...
- Thu Nov 24, 2016 6:42 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 282068
Re: [Mod 0.14] Logistic Train Network 0.3.12
but only that much that is in that moment of loading requested/provided (min()). What is that supposed to mean? That means bad English. :) Indeed I typed that on IPhone. :oops: I mean: When the train is loaded, it should not load the number of items, from the moment, when he was sent from the Depot...
- Thu Nov 24, 2016 4:53 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 282068
Re: [Mod 0.14] Logistic Train Network 0.4.0
Merging multiple items into one delivery is complete. While at it i also added a memory so requests are processed in order the came up. Please note, fluids will not be merged, nor are mixed trains of cargo wagon and rail tanker supported. I've had to make quite some changes for this so I'd welcome s...
- Thu Nov 24, 2016 3:46 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 282068
Re: [Mod 0.14] Logistic Train Network 0.3.12
What is that supposed to mean?ssilk wrote:but only that much that is in that moment of loading requested/provided (min()).
- Thu Nov 24, 2016 6:01 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 282068
Re: [Mod 0.14] Logistic Train Network 0.3.12
min Delivery size is a threshold for requests that's all. Delivering with best effort is so you don't accidentally starve your whole base, which you seem to have managed anyways. if you really want it to deliver more, build more mines or add a combinator to only send positive signals when >8k are in...
- Wed Nov 23, 2016 11:40 am
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 42448
Re: [MOD 0.14] VehicleSnap
You could also register your tick function only when a player enters a car. and unregister once he leaves.
My mods use this method to have no drain unless an entity is built.
My mods use this method to have no drain unless an entity is built.
- Wed Nov 23, 2016 11:36 am
- Forum: Implemented Suggestions
- Topic: Decider combinator with "Anything" output
- Replies: 32
- Views: 21167
Re: Decider combinator with "Anything" output
So much yes.
One small implementation change and suddenly filtering specific signals, finding min/max with a single combinator are possible.
One small implementation change and suddenly filtering specific signals, finding min/max with a single combinator are possible.
- Wed Nov 23, 2016 6:56 am
- Forum: General discussion
- Topic: RoRo vs Terminus (was Loop vs 2-headed train network)
- Replies: 91
- Views: 67642
Re: RoRo vs Terminus (was Loop vs 2-headed train network)
Efficiency aside, long trains are more fun to watch.
My megabase real goal was not 1rocket/0.5min, but to give purpose to those 2L-6C-2L
Having realistic huge trains is also why i played way more with NA theme in OTTD than in Alps which would be my home turf.
My megabase real goal was not 1rocket/0.5min, but to give purpose to those 2L-6C-2L
Having realistic huge trains is also why i played way more with NA theme in OTTD than in Alps which would be my home turf.
- Wed Nov 23, 2016 6:47 am
- Forum: News
- Topic: Friday Facts #165 - Death by a thousand cuts
- Replies: 101
- Views: 44973
Re: Friday Facts #165 - Death by a thousand cuts
A mod enabling achievements wouldn't hurt at this point. If you want to cheat to get achievements there are countless ways to do so.
For example, build a base with creative mode, remove it, reap all achievements.
For example, build a base with creative mode, remove it, reap all achievements.
- Wed Nov 23, 2016 6:41 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 282068
Re: [Mod 0.14] Logistic Train Network 0.3.12
Just when I have it figured out, my depot starts creating orders below the set minimum again. The original issue I posted is not resolved after all. I just watched a few trains get dispatched for orders of 111, 8000, 732, 1519, 2131 copper ore. A little down the line, a few 8k iron ore trains follo...
- Tue Nov 22, 2016 8:40 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 282068
Re: [Mod 0.14] Logistic Train Network 0.3.12
I think I see what is going on now. With item threshold set to 50k ore and minimum delivery size set to >7.9k the network will try to meet or come close to 50k ore, in multiples of 8k. Since the sum of iron ore on hand and ore requested: 50,000 - 48,583 = 1417 is less than 8k an order will not be p...
- Tue Nov 22, 2016 8:19 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 282068
Re: [Mod 0.14] Logistic Train Network 0.3.12
Would be nice as addition to the normal train stop window. Can mods expand base ui windows like that? As list on the side it might get clustered pretty fast once a station provides 10+ items. Edit: as List i think it'd need at least this much to be user friendly Depot: Train list with name and lengt...
- Tue Nov 22, 2016 7:10 pm
- Forum: Gameplay Help
- Topic: Too much petroleum gas
- Replies: 22
- Views: 26198
Re: Too much petroleum gas
Better solution is to heat it up and use it in steam engines.Mr. Tact wrote:The low tech solution for getting rid of fluids which are loaded up in tanks is to simply pickup up a full tank and put it back down -- this will remove the fluid.
- Tue Nov 22, 2016 7:54 am
- Forum: Implemented mod requests
- Topic: Event: on_entity_renamed(entity)
- Replies: 1
- Views: 944
Event: on_entity_renamed(entity)
I'd need an event when players change train stop names to update my internally generated schedules to the new names without parsing through every stop in on_tick.
- Tue Nov 22, 2016 6:42 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 282068
Re: [Mod 0.14] Logistic Train Network 0.3.12
Great mod, trains have always been annoying to troubleshoot issues. However altering the minimum delivery size at requester stations was giving me issues. Original scenario: I set the minimum size to 7.9k at the iron and copper ore offloading stations for my big forge, but the trains keep deliverin...