Search found 636 matches

by mmmPI
Thu Jan 14, 2021 4:22 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 697
Views: 551748

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Is there an analysis of how this compares with an ordinary LHD roundabout without the extra cross-tracks throught the middle of the circle? Not that i know of, but it should yield pretty similar result to the "crossabout" vs "roundabout" shown in page 1. Given this is a smaller ...
by mmmPI
Wed Jan 13, 2021 9:55 am
Forum: This Forum
Topic: Quote accuracy
Replies: 11
Views: 1125

Re: Quote accuracy

Not sure this should be here or in suggestions, but: Why is there no check for whether what you have quoted is actually what was posted,[add tons of crap here] or a way of approving quotes of yourself - There is nothing stopping me just changing what someone said in a quote of that person. there is...
by mmmPI
Sun Jan 10, 2021 6:45 pm
Forum: Angels Mods
Topic: How to flare only "excess" output?
Replies: 3
Views: 644

Re: How to flare only "excess" output?

yep that's better :)
by mmmPI
Sun Jan 10, 2021 4:21 pm
Forum: Ideas and Suggestions
Topic: train condition for when the next stop has reservations available
Replies: 8
Views: 720

Re: train condition for when the next stop has reservations available

but i have experienced that the trains actually skip the pickup station completely instead of waiting at their current stop, this means they will go towards the dropoff station without even having a full inventory, a condition for them to wait until the next stop has reservations for the train woul...
by mmmPI
Fri Jan 08, 2021 6:04 am
Forum: Not a bug
Topic: [1.1.18] Disabling a train station mid pathing can lead to trains instant stopping with train limits
Replies: 6
Views: 580

Re: [1.1.18] Disabling a train station mid pathing can lead to trains instant stopping with train limits

If you have 2 stations called A both with a limit set to 1 and have a train travelling to both stations and disable one of those stations one of the trains will instant stop with "destination full", this should act the same as the previous scenario where the train treats the disabled stat...
by mmmPI
Fri Jan 08, 2021 5:43 am
Forum: Angels Mods
Topic: How to flare only "excess" output?
Replies: 3
Views: 644

Re: How to flare only "excess" output?

I think the vanilla pump is your circuit-controllable non-return valve. Having a tank filling up for each fluid/gas allow for reading the quantity of either propene or residual. And add pumps connecting those tanks to flare stack. Then you can use combinators to do operation on those numbers if need...
by mmmPI
Wed Dec 30, 2020 12:42 pm
Forum: Gameplay Help
Topic: A few questions I haven't manage to find an answer for yet...
Replies: 5
Views: 654

Re: A few questions I haven't manage to find an answer for yet...

1) What is the logic for calling construction bots to work? When I drop a blueprint to build an outpost, it looks like the summoned bots are coming from far away from the base, fly all across the map to get supplies then fly all across the map to lay things down to the blueprinted area there's a di...
by mmmPI
Sun Dec 27, 2020 10:23 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1476
Views: 237059

Re: Simple Questions and Short Answers

How do I get the rocket launcher to target ground? I've tried pressing 'C', but it still won't fire without a target. SPACE shoots to the nearest enemy unit, C shoots to mouse pointer if there's something like a unit, structure or tree, ground or water was never targetable IMHO. this doesn't apply ...
by mmmPI
Sun Dec 27, 2020 10:04 pm
Forum: Gameplay Help
Topic: Why would I care about pollution?
Replies: 11
Views: 1717

Re: Why would I care about pollution?

The consensus I seem to pick up is that pollution-induced attacks are something to be avoided? Whether by managing pollution or a biter eradication program, it looks like you don't like it when a nest comes under the cloud. It also depends on settings, if you play without biter expansion like in a ...
by mmmPI
Fri Dec 25, 2020 8:05 pm
Forum: General discussion
Topic: your thoughts on menu simulation
Replies: 62
Views: 6021

Re: your thoughts on menu simulation

I like the fact that's optionnal. On my old laptop there is a delay during scene transition, which freeze the background but also the ability to interact with the menu which is unfortunate. The more frequent the scene transition the worse it gets. Apart from that i like the idea of having game image...
by mmmPI
Fri Dec 18, 2020 11:28 am
Forum: Gameplay Help
Topic: Trying a new (to me) type of defense, having issues.
Replies: 6
Views: 723

Re: Trying a new (to me) type of defense, having issues.

That makes this strategy less of a resource saver then I was hoping. this strategy can be a big ressource saver early game, when the pollution cloud is manageable and only triggers attacks from one or few directions. To avoid this moment when you want to wall off everything, but it feels too early,...
by mmmPI
Wed Dec 09, 2020 8:00 pm
Forum: Railway Setups
Topic: load a train with missing items(without circuit net between stations)
Replies: 19
Views: 1987

Re: load a train with missing items(without circuit net between stations)

for outpost supply/repair (other than sulphuric acid) consumption is "bursty" by nature so I'd expect it would normally stop. True, i made previous observations in game only when scaling the system to production ressources and not just side-supply. The only side-supply i see potentially e...
by mmmPI
Wed Dec 09, 2020 4:14 pm
Forum: Railway Setups
Topic: load a train with missing items(without circuit net between stations)
Replies: 19
Views: 1987

Re: load a train with missing items(without circuit net between stations)

this way you keep the green signal for "everything > 300" for example, then you emit green signal to tell the train to leave. and train stop enable if anything <0. It sets the 2 bounds. I think the simplest solution is to stop unloading when the maximum is reached (eg filter inserters unl...
by mmmPI
Tue Dec 08, 2020 9:55 pm
Forum: Ideas and Suggestions
Topic: filter combinator
Replies: 16
Views: 1075

Re: filter combinator

In some situations these are the same. If we need to spend much time and efforts to make something, then only few people can make this. And for others this will be equal to impossible. For example, is it possible to play with metal constructor kit? Yes, certainly. You need a metal, lathe machine, m...
by mmmPI
Tue Dec 08, 2020 8:43 pm
Forum: Railway Setups
Topic: load a train with missing items(without circuit net between stations)
Replies: 19
Views: 1987

Re: load a train with missing items(without circuit net between stations)

Or a constant combinator with the negatives of the desired minima, connected to the stop along with storage chests, and the stop enabled if anything < 0. yes even better, this way you keep the green signal for "everything > 300" for example, then you emit green signal to tell the train to...
by mmmPI
Tue Dec 08, 2020 6:42 am
Forum: Gameplay Help
Topic: trains behavior with few same name stations
Replies: 10
Views: 869

Re: trains behavior with few same name stations

i just try to figure out: on megabase can i name all unload stations with same name, or this is bad idea because the farthest stations never get any ore (if case when trains have enough closest stations to not create a queue ?? (for simple example if 1 have 1 train - will he always go to one closes...
by mmmPI
Tue Dec 08, 2020 5:28 am
Forum: Implemented Suggestions
Topic: Sync Client State (Settings, Mods, etc.)
Replies: 19
Views: 1053

Re: Sync Client State (Settings, Mods, etc.)

still less after than before it was added :) but the icon is so tiny !
by mmmPI
Tue Dec 08, 2020 5:23 am
Forum: Ideas and Suggestions
Topic: wireless circuit net after sattelite launch
Replies: 10
Views: 445

Re: wireless circuit net after sattelite launch

That's sad. Well it depends, if you were left with only the mods that I am able to make yes you'd be in a desolated wasteland of nothingness. Luckily there are some amazing mods out there! https://mods.factorio.com/mod/space-exploration . This one was featured in a FFF, it felt already polished las...
by mmmPI
Tue Dec 08, 2020 4:49 am
Forum: Ideas and Suggestions
Topic: filter combinator
Replies: 16
Views: 1075

Re: filter combinator

this is cumbersome and inconvenient. If you need several such filters, then you get a monstrous ugly thing, which you want immediately destroy. On the suggestion template ( https://forums.factorio.com/viewtopic.php?f=6&t=47316 ) it is asked that you explain "why" you want that thing. ...

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