Search found 636 matches

by mmmPI
Sat Dec 05, 2020 10:01 pm
Forum: Pending
Topic: Deleting objects while cursor full
Replies: 11
Views: 785

Re: Deleting objects while cursor full

Drop two underground pipes. One facing up and one facing down some distance apart. Use the pipette. There is now an underground pipe ghost cursor. Or pick up a stack of underground pipes from inventory. Which makes a "real cursor" / ghost cursor? As long as the cursor orientation, of the ...
by mmmPI
Sat Dec 05, 2020 9:08 pm
Forum: Angels Mods
Topic: [help][answered] Getting started with farms
Replies: 4
Views: 689

Re: [help] Getting started with farms

- To produce more gardens, I need to throw the APLS into a basic farm, which then gives me a 3x 1% change to get gardens back (build this as well, see screenshot. I got 4 batches of these farms, with only those 3 seed extractors) That's where the trick lies. You got 32 APLS from one garden. Then on...
by mmmPI
Sat Dec 05, 2020 8:15 pm
Forum: Won't fix.
Topic: [1.1.5] Pumps throughput limited by fluid wagons
Replies: 2
Views: 348

Re: [1.1.5] Pumps throughput limited by fluid wagons

https://wiki.factorio.com/Fluid_system#Pipelines

In this table there could be added the line "pump to wagon". 6000 ? a flicker is hard to quantify :)
by mmmPI
Sat Dec 05, 2020 7:40 pm
Forum: Pending
Topic: Deleting objects while cursor full
Replies: 11
Views: 785

Re: Deleting objects while cursor full

you're holding the ghost cursor maybe? That's what i understood. If you have an entity selected from the pipette, say assembly tier 3 you can fast replace a tier 1. (left click) Otherwise you need to right click to delete say a chemplant, before you place the assembly tier 3. Which you can do while...
by mmmPI
Sat Dec 05, 2020 7:13 pm
Forum: Ideas and Suggestions
Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
Replies: 56
Views: 7776

Re: Option to disable no-power flashing

what about a yellow lighting with a red diagonal cross on it ? It maybe hard to get that's a lightning that represent power but the red diagonal cross must be enough to convey the idea that something's missing. color coding is nice but to better convey things one can also use the shapes to help with...
by mmmPI
Sat Dec 05, 2020 6:56 pm
Forum: Ideas and Suggestions
Topic: filter combinator
Replies: 16
Views: 1076

Re: filter combinator

Using "each+0" "output count" "iron" on an arithmetic, would add 0 to all signal and only ouput the iron one( unchanged). This doesn't actually work like you think. When you set an arithmetic with EACH as one of it's operands, but set it's output to something else than...
by mmmPI
Sat Dec 05, 2020 3:22 pm
Forum: Railway Setups
Topic: load a train with missing items(without circuit net between stations)
Replies: 19
Views: 1989

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

This solution was evolute from the desire to make mining stations that don't need my presence. I go to station 2 times - when i build it and when i dismantle it. May be there is simpler approach, but i don't know it. It would be better to have smaller count of supply trains where each train service...
by mmmPI
Sat Dec 05, 2020 3:03 pm
Forum: Gameplay Help
Topic: Steam engines not consuming available steam
Replies: 2
Views: 341

Re: Steam engines not consuming available steam

they have a great electricity demand They seem unaware :). It seems from screenshot 4 and 5 that not all turbine are connected to the main network. Maybe looking at the electric network on the map view will show more information. It seems that you only have a local network for the nuclear plant con...
by mmmPI
Sat Dec 05, 2020 2:53 pm
Forum: Ideas and Suggestions
Topic: filter combinator
Replies: 16
Views: 1076

Re: filter combinator

It would be nice to have a filter combinator. It interface can look like a constant combinator. We choose signals that can pass a filter. Then on output we see only that signals from combinator input which we selected. You can do something that approach this already. Using "each+0" "...
by mmmPI
Sat Dec 05, 2020 2:10 pm
Forum: Ideas and Suggestions
Topic: wireless circuit net after sattelite launch
Replies: 10
Views: 445

Re: wireless circuit net after sattelite launch

Some satellites are launched for science, other for telecommunication !

https://mods.factorio.com/mod/aai-signal-transmission

This manufacturer provide with good services for communication :)
by mmmPI
Fri Dec 04, 2020 10:52 am
Forum: Railway Setups
Topic: load a train with missing items(without circuit net between stations)
Replies: 19
Views: 1989

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

- the mining station acts as a buffer station for the train Does that mean you have 1 supply train buffered in every mining station ? Your system seem designed to use train to carry information instead of wire. They physically carry some metal piece that gets decoded and sent back with the supply s...
by mmmPI
Fri Dec 04, 2020 10:32 am
Forum: General discussion
Topic: [1.1][Poll] Do you more often mess up your quickbar now?
Replies: 10
Views: 1022

Re: [1.1][Poll] Do you more often mess up your quickbar now?

foamy wrote:
Wed Dec 02, 2020 10:38 am
I haven't used the quickbar for anything except combat ever since it stopped being inventory space, so no.
Koub wrote:
Tue Dec 01, 2020 6:33 pm
I have always used "clear cursor" as a mean to "stop holding something"
and i pick up things using the pipette.
by mmmPI
Fri Dec 04, 2020 10:03 am
Forum: Gameplay Help
Topic: Need Some Advice On...
Replies: 13
Views: 1240

Re: Need Some Advice On...

How to Avoid Spaghetti? I am 83 hours in on my first Factorio game, and it's a mess. I turned on abundant resources, but they are all so far away. Now I have underground belts everywhere, no concrete (do I need it?), and electric poles strewn about as needed. It's an organic mess. Should I start ov...
by mmmPI
Fri Dec 04, 2020 9:04 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 697
Views: 551958

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

You can, but not with RHD. Take mmmPI's layout, switch it to LHD, and you get full signalling. You modified it nicely ! i couldn't think of it when i was at it, nice ! ( be careful there are 2 signals that are not switch to LHD yet, north-west it is still outside the circle, and east between the tw...
by mmmPI
Fri Dec 04, 2020 8:54 am
Forum: Gameplay Help
Topic: Train not moving
Replies: 7
Views: 809

Re: Train not moving

The magenta train is pathing down to cyan. I don't know what track you refer to when you say "wrong path". Repathing would solve the issue if the wait time of the cyan train was respected on the other hand. There is a debug menu you can access from F4, it's a box to tick to make visible w...
by mmmPI
Fri Dec 04, 2020 8:29 am
Forum: General discussion
Topic: Chain signals are overused
Replies: 23
Views: 3224

Re: Chain signals are overused

Wouldn't train coming from entrance be allowed to stop right on that first regular signal and block other trains from turning to the side or going on the half circle past them? I would have personnaly added those. and i would tend to say yes, train could block other train. But when i think about it...
by mmmPI
Thu Dec 03, 2020 4:47 pm
Forum: General discussion
Topic: Chain signals are overused
Replies: 23
Views: 3224

Re: Chain signals are overused

if you had pictures of the things you're talking about, and examples of how to optimise them by removing 'unnecessary chain signals'. train-intersection.jpg This is the last junction uploaded in this topic https://forums.factorio.com/viewtopic.php?f=194&t=46855 It may seem obvious now but this ...
by mmmPI
Thu Dec 03, 2020 4:27 pm
Forum: Gameplay Help
Topic: Train not moving
Replies: 7
Views: 809

Re: Train not moving

https://wiki.factorio.com/Railway/Train_path_finding Those are the rules that define which path is prefered. From what i see on your picture i would tend to think that the cyan train cause a penalty to the path, but not a big one. Unless you manually set it to manual mode, in this case the penalty b...
by mmmPI
Thu Dec 03, 2020 2:04 am
Forum: Ideas and Suggestions
Topic: Commenting combinators
Replies: 51
Views: 10518

Re: combinator naming

I guess you played with the space exploration using AAI signal transmisssion :) Have you tried to automate the collection & recycling of old rocket parts ? Fuel ? Ice ? The mod itself creates a setup that justify the use of heave contraption :). It makes particularly visible the desirability of ...
by mmmPI
Thu Dec 03, 2020 1:53 am
Forum: Gameplay Help
Topic: Trains still route to closest station (with limits set)
Replies: 37
Views: 3419

Re: Trains still route to closest station (with limits set)

Right...or I could just give them different names like i've done for like 3 years now. Yes , but if you have 10 trains for 7 outpost, you can't really dispatch the same amount to all outpost if they have unique name. Or 7 train for 10 outpost :). The train limit allow you to name all outpost the sa...

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