Search found 2916 matches

by Optera
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...
by Optera
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...
by Optera
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 ...
by Optera
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.
by Optera
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...
by Optera
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...
by Optera
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.
Image
More variants here: http://imgur.com/a/6yddZ

The right version will spit out mixed lanes once the bottom feed is not compressed.
by Optera
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. :D
Would they switch out a cable to correct color when they re-patch?
by Optera
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 ...
by Optera
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 ...
by Optera
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.
by Optera
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.
by Optera
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...
by Optera
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...
by Optera
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...
by Optera
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 ...
by Optera
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

GTrak wrote:Would be nice if launch all rockets together. ;)
Simple. Check how long your rockets take to build. Build a timer and wire up the satellite inserters to insert when it ticked down.
by Optera
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...
by Optera
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.
by Optera
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.

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