Search found 2788 matches
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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 !
- 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...
- 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...
- 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, ...
- 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...
- 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...
- 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...
- 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...
- 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
I didn't know about the other one i did those label manually during long train travel
- 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 ...
- 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...
- 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...
- 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,...
- Mon Jun 17, 2019 9:03 pm
- Forum: Modding interface requests
- Topic: Player Ammo Damage and Gun Speed Modifier
- Replies: 5
- Views: 3244
- 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...