Search found 2916 matches
- Tue Oct 18, 2016 5:19 pm
- Forum: Ideas and Suggestions
- Topic: Add Train-Logistics
- Replies: 47
- Views: 28318
Re: Add Train-Logistics
A maintenance train, which should only be loaded with whatever was destroyed and requested from an outpost wouldn't work without reserving space for stuff not requested. Exactly, you need some different trains. What do you need, if you want to construct a new outpost: Belts, pipes, assemblies, inse...
- Tue Oct 18, 2016 10:36 am
- Forum: Ideas and Suggestions
- Topic: Add Train-Logistics
- Replies: 47
- Views: 28318
Re: Add Train-Logistics
Makes sense. Sigboy's creation, while most impressive, is nothing I'd want to run on a big map. Biters may chew away some signal lines, it's not as flexible as a simple logistic requester chest. Rather than setting filters to trains to designate their purpose, I'd use the train name. (all locos on a...
- Mon Oct 17, 2016 7:57 pm
- Forum: Balancing
- Topic: Biter Mechanics and Rail/Powerlines
- Replies: 10
- Views: 7108
Re: Biter Mechanics and Rail/Powerlines
I can see how this biter behavior can make it very frustrating to maintain train lines. Even with a train with roboport that replaces recently destroyed poles when driving along. I started to clean all nests in a wide radius around my base with Ion Cannon and Robot Army and placed Border Posts with ...
- Mon Oct 17, 2016 7:41 pm
- Forum: Ideas and Suggestions
- Topic: Add Train-Logistics
- Replies: 47
- Views: 28318
Re: Add Train-Logistics
This concept seems identical with siggboy's Smart dynamic train deliveries with combinator Magick [0.13] to me.
It would be great if this would be a bit simpler to build and doesn't need mods.
It would be great if this would be a bit simpler to build and doesn't need mods.
- Thu Oct 13, 2016 1:41 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: ½ lane splitter
- Replies: 9
- Views: 13686
Re: ½ lane splitter
The version from the link I posted does the same while using less parts: https://i.imgur.com/lsEagUO.png You are right, after some testing this version seems to do behave like my favored symmetrical version. Loaders are not enabled in vanilla Factorio so I wouldn't use them to balance lanes.. Or do...
- Thu Oct 13, 2016 6:17 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: ½ lane splitter
- Replies: 9
- Views: 13686
Re: ½ lane splitter
What exactly does backlog safe mean? How is it different from the first one here (https://imgur.com/a/sgAsj) other than using more splitters? This version only works when the belt flows. If there's extreme one sided load it will simply switch lanes. See this thread: https://forums.factorio.com/view...
- Wed Oct 12, 2016 10:17 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: ½ lane splitter
- Replies: 9
- Views: 13686
Re: ½ lane splitter
The left is basically identical to a backlog safe lane balancer.
More variants here: http://imgur.com/a/6yddZ
The right version will spit out mixed lanes once the bottom feed is not compressed.
More variants here: http://imgur.com/a/6yddZ
The right version will spit out mixed lanes once the bottom feed is not compressed.
- Mon Oct 10, 2016 11:21 am
- Forum: Fan Art
- Topic: Factorio in the wall
- Replies: 5
- Views: 5749
Re: Factorio in the wall
That's a network technician with serious ocd.
Would they switch out a cable to correct color when they re-patch?
Would they switch out a cable to correct color when they re-patch?
- Sat Oct 08, 2016 5:28 am
- Forum: Mods
- Topic: [MOD 0.14.2] Wireless Charging
- Replies: 70
- Views: 29470
Re: [MOD 0.14.2] Wireless Charging
i am not sure if this would work, or even if you could do it, but i have seen mods that allow overlap between tiles like power poles where it covers an area larger than the pole it's self not sure if it is possible to allow the induction area to cover 4 tiles though the track it self only consumes ...
- Fri Oct 07, 2016 5:34 am
- Forum: Mods
- Topic: [MOD 0.14.2] Wireless Charging
- Replies: 70
- Views: 29470
Re: [MOD 0.14.2] Wireless Charging
2 is the maximum of coils you can reliably get for ever locomotive/wagon. From the stop backwards it should connect with 2-3-2-3-... I have yet to find a reason to use even 2 HiPower Coils though. Locomotives are visually stretched forward way over their pickup and collision box. You can see this a ...
- Thu Oct 06, 2016 12:49 pm
- Forum: Mods
- Topic: [.13-1.1.81] Aircraft (1.8.6)
- Replies: 185
- Views: 124774
Re: [0.13.18|0.14.4] Aircraft (1.1.4) New Planes!
I thought the 7x4 grid size was odd at first, but then I realized it's a nice balance so you can't put in a fusion reactor and 4 shields.
With any mod shrinking down the energy source, e.g. wireless charging suddenly having 4 Shields turns even the Jet into something sturdy.
With any mod shrinking down the energy source, e.g. wireless charging suddenly having 4 Shields turns even the Jet into something sturdy.
- Wed Oct 05, 2016 5:36 pm
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 111109
Re: [0.14] Reactors
Sorry for that.
Removing and rebuilding all reactors somehow fixed it for me.
Removing and rebuilding all reactors somehow fixed it for me.
- Wed Oct 05, 2016 5:44 am
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 111109
Re: [0.14] Reactors
Since I migrated from Nucular I forked version 1.1.1. I wrote a migration script to rename items, added Nucular's weapons and steam turbine. I also made your reactor interfaces report their inventories so I can only make them craft on demand. When updating to Reactors 1.3.0/1.3.1 I kept the longer d...
- Tue Oct 04, 2016 4:30 pm
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 111109
Re: [0.14] Reactors
For me they seem to snap back to 0.001 and stay there until there's load again. I modified your calculation a bit to get them to slow down according to load, but always keep their crafting progress. CRAFTING_INCREMENT = 1 / 120 / UPDATES_PER_SECOND reactor.progress = reactor.progress or 0 local prog...
- Tue Oct 04, 2016 3:08 pm
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 111109
Re: [0.14] Reactors
Thanks for fixing the vanishing items in 1.3.0. It's better, but still seems glitched to me. Crafting suddenly pops from current progress to basically 0 when a reactor is not under load. That's free energy if you somehow time it right. Your comment suggests crafting_progress was intended to be slowe...
- Tue Oct 04, 2016 5:11 am
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 111109
Re: [0.14] Reactors
Awesome. Although it looks like this and Nuclar are not compatible if you have researched Nuclar first. Nuclar has fuel reprossessing first and it appears i cant get it to work with Reactors. The Reactors repro shows researched but it dosent show up in the factory menus. On a new game it work fine ...
- Mon Oct 03, 2016 10:37 am
- Forum: Mods
- Topic: [MOD 0.13] Score Extended - rocket score replacement
- Replies: 94
- Views: 36748
Re: [MOD 0.13] Score Extended - rocket score replacement
Simple. Check how long your rockets take to build. Build a timer and wire up the satellite inserters to insert when it ticked down.GTrak wrote:Would be nice if launch all rockets together.
- Sun Oct 02, 2016 7:42 am
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 111109
Re: [0.14] Reactors
I noticed another odd behavior. Reactors only start crafting when giving them twice the input stated in the recipe, half of which seems to vanish. Edit: making an inserter load exactly 2 of each items into a breeder cycle destroys an infinite amount of fuel & uranium with the reactor playing a 0...
- Sat Oct 01, 2016 9:53 am
- Forum: News
- Topic: Friday facts #157 - We are able to eat paper, but we don't do it
- Replies: 91
- Views: 41713
Re: Friday facts #157 - We are able to eat paper, but we don't do it
That would require 3 different loading pumps instead of one that moves between all 3 tanks as the images suggest.
- Fri Sep 30, 2016 5:44 pm
- Forum: News
- Topic: Friday facts #157 - We are able to eat paper, but we don't do it
- Replies: 91
- Views: 41713
Re: Friday facts #157 - We are able to eat paper, but we don't do it
Why 3 standing tanks that need to be filled separately?
Most railways in Europe and US use a single horizontal tank for a reason. It's easier to manufacture, offers most volume for it's size, since tanks have a slight bent they can be emptied by simply opening a valve at the bottom.
Most railways in Europe and US use a single horizontal tank for a reason. It's easier to manufacture, offers most volume for it's size, since tanks have a slight bent they can be emptied by simply opening a valve at the bottom.