Search found 2788 matches

by mmmPI
Mon Jun 24, 2019 5:06 am
Forum: General discussion
Topic: Redesign the entire railway system. Again!
Replies: 20
Views: 9859

Re: Redesign the entire railway system. Again!

As for it being totally boring to just have one train gave me an idea (and why I reply at all): How about a new series of achievement for number of trains on the map? Maybe one for 10, 100 and 1000 trains? The achievement for train path > 1000 tiles could also be made into a series: 100, 1000, 1000...
by mmmPI
Mon Jun 24, 2019 2:17 am
Forum: General discussion
Topic: Why is a heavier train faster?
Replies: 8
Views: 4063

Re: Why is a heavier train faster?

Compare a train to a bat. When the boat moves the water at the front is higher than the water at the end. The boat pushes a wave of water in front of it and has to constantly climb upwards. The same happens with the wheels of a train. They deform the train tracks and have to push that deformation a...
by mmmPI
Sat Jun 22, 2019 12:31 am
Forum: Modding help
Topic: Please help me figure out why vehicles are invincible?- multiplayer server - newest experimental - mods in post.
Replies: 2
Views: 835

Re: Please help me figure out why vehicles are invincible?- multiplayer server - newest experimental - mods in post.

It could be OARC since map are usually huge, and there are a few quality of life tweaks to adapt. It could also be Aircraft/Cargo Ships, while using differents mods that modify vehicle behavior there might be some weird interactions, those deals with collision box of vehicle if i remember correctly ...
by mmmPI
Thu Jun 20, 2019 12:44 pm
Forum: Ideas and Suggestions
Topic: few things ,Railway bridge, Water level, etc
Replies: 3
Views: 1813

Re: few things ,Railway bridge, Water level, etc

It is always a pleasure to read nice argumentation about my favourite game. The suggestions are popular, those new dimensions they would add to the games seems to be related to the factorio world in the minds of many players given the past mods that were created, aiming at implementing those aspects...
by mmmPI
Thu Jun 20, 2019 9:55 am
Forum: Gameplay Help
Topic: [TRAINS] How to properly make a big train stacker?
Replies: 16
Views: 23524

Re: [TRAINS] How to properly make a big train stacker?

and when there is no room for a full train load (Blue) Why have I not think about using that in this context :( This wasn't mentionned in the thread earlier but is definitively something that helps a lot in the situation. I do think you've understand the original request but OP has too confirmed. F...
by mmmPI
Wed Jun 19, 2019 3:39 pm
Forum: Modding interface requests
Topic: more intelligent target selection for units
Replies: 3
Views: 1481

Re: more intelligent target selection for units

Next time no retreat will be allowed then, hopefully they got smarter, for them !
by mmmPI
Wed Jun 19, 2019 3:26 pm
Forum: General discussion
Topic: [Poll] 0.17 Quickbar
Replies: 34
Views: 9855

Re: [Poll] 0.17 Quickbar

I always use picker tool, i haven't manage to get the best out of the new quickbar, i just put fish in the beginning. But what changes the most from me is that i cannot use it as an inventory slot and i still find myself trying ( and then i lose my fish when i get rid off my inventory ). The previou...
by mmmPI
Wed Jun 19, 2019 2:27 pm
Forum: Gameplay Help
Topic: [TRAINS] How to properly make a big train stacker?
Replies: 16
Views: 23524

Re: [TRAINS] How to properly make a big train stacker?

i had a look at the map i thought about this there.jpg This post looks like what you are making. https://forums.factorio.com/viewtopic.php?f=194&t=69578 I have made this abc.jpg Your setup make me think of the bottom case where your red box would be the green distance B Here if i open the bottom...
by mmmPI
Wed Jun 19, 2019 11:48 am
Forum: Railway Setups
Topic: Rail Bridges experiments
Replies: 7
Views: 5223

Re: Rail Bridges experiments

I see better now, i knew train were drawn above the tunnel even if they go under but if you have only 1 train, it just hide the tunnel as if there was a regular crossing and it doesn't pop out to the eye, only if you happen to have train at the same time above and under the tunnel does this happen, ...
by mmmPI
Wed Jun 19, 2019 10:01 am
Forum: Railway Setups
Topic: Rail Bridges experiments
Replies: 7
Views: 5223

Re: Rail Bridges experiments

I have noticed a mistake in the second picture on a signal, but it is not in the blueprint it seems. Those have worked fine so far with my LC train, the signaling should work for LCC train but not very long trains for that you would need to replace some signal to prevent a train colliding with itsel...
by mmmPI
Wed Jun 19, 2019 9:29 am
Forum: General discussion
Topic: Redesign the entire railway system. Again!
Replies: 20
Views: 9859

Re: Redesign the entire railway system. Again!

It's clear that a LCC, LLCCCC, LLLLCCCCCCCC or LLLLLLLLCCCCCCCCCCCCCCCCC are similarly fast. I read something that is a little different recently in this one https://forums.factorio.com/viewtopic.php?f=5&t=72132 , if you account for air resistance ( which i didn't know was in the game) then you...
by mmmPI
Wed Jun 19, 2019 6:50 am
Forum: General discussion
Topic: question about difficulty
Replies: 3
Views: 1508

Re: question about difficulty

Indirectly, more experimented players tend to builds faster, which creates pollution faster, and lessen your ability to "control everything at your pace" if you have never played the game, 10 of them joining at the same time will make things feel out of control very fast :), but they shoul...
by mmmPI
Wed Jun 19, 2019 6:31 am
Forum: Gameplay Help
Topic: [TRAINS] How to properly make a big train stacker?
Replies: 16
Views: 23524

Re: [TRAINS] How to properly make a big train stacker?

As for the behavior of the train i think when a station disable they immediatly try to go to the next one on schedule, which if you happen to close all iron unload at the same time , all train would leave each station even if the condition was set to 'empty cargo'. But quote me on that if i'm wrong...
by mmmPI
Wed Jun 19, 2019 3:47 am
Forum: Questions, reviews and ratings
Topic: Looking for MOD which calculates the amount of visible resources
Replies: 4
Views: 1867

Re: Looking for MOD which calculates the amount of visible resources

There is this one too https://mods.factorio.com/mods/Narc/YARM

I didn't know about the other one i did those label manually during long train travel :D
by mmmPI
Tue Jun 18, 2019 9:33 am
Forum: General discussion
Topic: Why is a heavier train faster?
Replies: 8
Views: 4063

Re: Why is a heavier train faster?

while rolling resistance is independant from speed. I was surprised to discover that it depends on the material used for the moving part and the floor. In my mind I pictured a curved rail and imagine that there would be more "friction", due to centrifugal power, if the train is faster or ...
by mmmPI
Tue Jun 18, 2019 1:46 am
Forum: Railway Setups
Topic: Rail Bridges experiments
Replies: 7
Views: 5223

Rail Bridges experiments

https://mods.factorio.com/mod/rail-bridge 20190618023237_1.jpg No spacing between rail + road design looks fine to my eyes what do you think ? 20190618023300_1.jpg some love for the mod :) 20190618023353_1.jpg The 1/4 20190618024119_1.jpg Act like a U-turn 20190618030115_1.jpg Looks like it. I have...
by mmmPI
Mon Jun 17, 2019 11:00 pm
Forum: General discussion
Topic: Why is a heavier train faster?
Replies: 8
Views: 4063

Re: Why is a heavier train faster?

Air resistance. A large fraction of the first locomotive's power is dedicated to fighting air resistance. The second locomotive adds a huge boost to speed because it can focus all its power on pulling wagons. Is that coded in the game ? What about the increase of friction due to the extra contact s...
by mmmPI
Mon Jun 17, 2019 9:33 pm
Forum: Modding interface requests
Topic: more intelligent target selection for units
Replies: 3
Views: 1481

Re: more intelligent target selection for units

Last time I used robots army i sent waves of small range basic robots to act as meatshields for the bigger longer range rocket one and to draw the fire of the worms. It was working quite ok as a workaround for the problem you mention for the numbers of ennemy i had to deal with, i had 70/100 robots,...
by mmmPI
Mon Jun 17, 2019 9:03 pm
Forum: Modding interface requests
Topic: Player Ammo Damage and Gun Speed Modifier
Replies: 5
Views: 3244

Re: Player Ammo Damage and Gun Speed Modifier

ownlyme wrote:
Fri May 24, 2019 12:12 pm
Edit: It should also be fixed that players loose their modifiers on death...
This would help when you play with much lower than speed 1 megabases or potato, and you have to use command to adjust mining speed, running speed, everytime you die.
by mmmPI
Mon Jun 17, 2019 8:44 pm
Forum: General discussion
Topic: Question - Is Inserter item drop position intuitive?
Replies: 104
Views: 28018

Re: Question - Is Inserter item drop position intuitive?

According my explanation, it doesn't matter before or after droppoint the turn starts. The only important thing - find out where perpendicular part is, and then apply "far side". I failed to understand diamond explanation, maybe I just haven't tried enough :). I like my explanation, it wo...

Go to advanced search