Search found 637 matches

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: 3459

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...
by mmmPI
Thu Dec 03, 2020 1:34 am
Forum: Gameplay Help
Topic: Trains still route to closest station (with limits set)
Replies: 37
Views: 3459

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

At least for outposting this isn't the solution I was hoping for. You got to put a limit of say 1 train on each oupost, this way, when a train is already going to one outpost ( the closest ) the second train will try to reach another outpost ( the second closest), then third train, if there is a li...
by mmmPI
Wed Dec 02, 2020 10:04 am
Forum: Ideas and Suggestions
Topic: [1.1.2 mac] Train Limits - scheduling FROM nearest station
Replies: 16
Views: 716

Re: [1.1.2 mac] Train Limits - scheduling FROM nearest station

If a mod that would use that air distance to dispatch the nearest train could be made, would you use it ? or would you consider it make things too simple and it's evil ? :D if such mod was to be very popular i think devs could and would have a look at the code,and the feedback the mod receive. Also ...
by mmmPI
Wed Dec 02, 2020 7:19 am
Forum: Ideas and Suggestions
Topic: [1.1.2 mac] Train Limits - scheduling FROM nearest station
Replies: 16
Views: 716

Re: [1.1.2 mac] Train Limits - scheduling FROM nearest station

it seems to be arbitrary which train gets it. It would be cool if the "nearest" (routing logic) train gets a go. Why not the train that is idle for the longest time ? :twisted: What i have observed so far is : tick1 a station open, tick2 trains that are made active by previous opening cal...
by mmmPI
Mon Nov 30, 2020 3:04 pm
Forum: General discussion
Topic: Chain signals are overused
Replies: 23
Views: 3257

Re: Chain signals are overused

Whenever I play on public multiplayer servers, people share huge blueprint books that are full of chain signals for simple splits, merges, and other junctions. Yes, this or they do not use chain signal at all and ask you if you can help with train :). The two behavior to me explain that some people...
by mmmPI
Wed Nov 18, 2020 8:19 am
Forum: Technical Help
Topic: How huge can I make a megabase with my current hardware?
Replies: 4
Views: 297

Re: How huge can I make a megabase with my current hardware?

Quite huge given the good spec. But it is like asking how much time you need to join a city given the max speed of your car. The road you take, speed limit, traffic, time you need to sleep, time you take to re-fuel and/or eat could or would be as significant in the end. Depending on the efficency of...
by mmmPI
Sun Nov 08, 2020 5:45 am
Forum: Show your Creations
Topic: Just finished my first playthrough and beat the game for the first time. Any tips for my 2nd playthrough?
Replies: 10
Views: 1431

Re: Just finished my first playthrough and beat the game for the first time. Any tips for my 2nd playthrough?

One: yep, Know that about Pollution already. Was slightly paranoid when it first started spreading (since it was a blind playthrough, I thought it was possible to try to clean up more with cleaner tech, and I'm pretty sure I've since learned there's a limit to cleanliness) You can't actively remove...
by mmmPI
Sat Nov 07, 2020 6:52 pm
Forum: Show your Creations
Topic: Just finished my first playthrough and beat the game for the first time. Any tips for my 2nd playthrough?
Replies: 10
Views: 1431

Re: Just finished my first playthrough and beat the game for the first time. Any tips for my 2nd playthrough?

keep in mind that pollution triggers attacks, terrain and trees slowly absorb pollution, you will most likely go faster the 2nd game, and possibly at a higher scale, which will cause more pollution. You can destroy cliffs with cliffs explosive. Oil cracking receipes combined with advanced oil proces...
by mmmPI
Tue Nov 03, 2020 8:13 pm
Forum: Gameplay Help
Topic: problem with logistic network and storage looping
Replies: 11
Views: 1324

Re: problem with logistic network and storage looping

FritzHugo3 wrote:
Tue Nov 03, 2020 7:58 pm
The regular Factorio network fix this problem with a passive chest, but in transport Drone there are no passive Tanks (passive depos are avaible as seperate extendet mod for items but not for fluids)
use barrels, and passive depos then ;) ?
by mmmPI
Tue Nov 03, 2020 9:51 am
Forum: Ideas and Suggestions
Topic: Text plates
Replies: 46
Views: 3027

Re: Text plates

This would make labelling areas of your base possible, and the letters should perhaps show on the map as simplified glyphs. You can already label your base using the map view, adding icons, and texts. I think hoping for those text plate to show as simplified glyphs from map view is too ambitious, i...
by mmmPI
Tue Nov 03, 2020 7:13 am
Forum: Gameplay Help
Topic: problem with logistic network and storage looping
Replies: 11
Views: 1324

Re: problem with logistic network and storage looping

maybe post a save game, the picture you posted is confusing TransportDroneLoop.jpg The circled red arrow, there is no road here, transport bots shouldn't be able to do this path. This would be my go-to solution for avoiding the loop. Having 2 different network. Otherwise if (A) need product availabl...
by mmmPI
Sun Nov 01, 2020 8:18 pm
Forum: Gameplay Help
Topic: Monsters making the game unplayable for me
Replies: 10
Views: 1240

Re: Monsters making the game unplayable for me

I just cannot figure out how all this thing works if monsters constantly interrupt me. Same here, i figured out how things worked in peaceful-freeplay. /c game.player.surface.peaceful_mode=true This command should make them peaceful, meaning they only retaliate, if you have no turret and don't atta...
by mmmPI
Sun Nov 01, 2020 6:49 pm
Forum: Off topic
Topic: [photos] Factorio in real life
Replies: 127
Views: 196846

Re: [photos] Factorio in real life

electri-cite.jpg
electri-cite.jpg (68.75 KiB) Viewed 3472 times
This made me think of factorio
by mmmPI
Tue Oct 27, 2020 9:58 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 37046

Re: Friday Facts #361 - Train stop limit, Tips and tricks

You mentioned above using a dummy train to actually measure the length of the line This will lead to inaccurate conclusions under heavy traffic, because waiting at intersections will greatly extend the arrival time If the trains limit of nearby stations is increased due to the extension of the arri...
by mmmPI
Tue Oct 27, 2020 9:27 pm
Forum: Implemented Suggestions
Topic: [0.16.23] Search for train stops by name in the map
Replies: 27
Views: 1927

Re: Map search for tags and train stops

AmericanPatriot wrote:
Tue Oct 27, 2020 5:03 pm
[
img=
<“item” or “fluid”>
.
<prototype name like“iron-plate”>
]
Works great. It is only 4 characters, not language specific, easy to see/recognize, and looks good.
And how do you see if the station is opened or closed ?
by mmmPI
Mon Oct 26, 2020 7:14 pm
Forum: Outdated/Not implemented
Topic: Reverse-facing locomotives contribute to total train power
Replies: 51
Views: 3309

Re: Reverse-facing locomotives contribute to total train power

In case it might be of some help : Throughput = débit (plutôt pour des object) Flow rate = débit (plutôt pour un fluide) Bandwidth = bande passante (the maximum throughput/flowrate the system can achieve). If you need more output than that, your are throughput limited. mmm to be honest, in this dir...
by mmmPI
Mon Oct 26, 2020 6:31 pm
Forum: Show your Creations
Topic: Lube-Only-Production
Replies: 24
Views: 3114

Re: Lube-Only-Production

It seems, that most people stop researching, stop producing modules and stop doing anything, except producing blue belts. So it's very important to have a possibility to produce lube without any by-products, no matter how useful they would be. :twisted: that's when you have finished all research ex...
by mmmPI
Sun Oct 25, 2020 11:31 pm
Forum: Show your Creations
Topic: Lube-Only-Production
Replies: 24
Views: 3114

Re: Lube-Only-Production

@Koub , i see you too don't use pump to give priority to the feedback loop of heavy oil toward the ref vs towards the lube machine. I didn't even try without one you better not consume too much heavy oil with the chemplant :). Also i would give a priority on the splitter to output rocket fuel to the...
by mmmPI
Sun Oct 25, 2020 11:16 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 37046

Re: Friday Facts #361 - Train stop limit, Tips and tricks

Sorry I can't explain this in English, it's a bit complicated The unnamed station in front of each station is the so-called guide station. It will be named only when necessary. What I mean is that the problem that the trains limit can solve can actually be solved in the current version, but the tra...
by mmmPI
Sun Oct 25, 2020 10:22 pm
Forum: Show your Creations
Topic: Lube-Only-Production
Replies: 24
Views: 3114

Re: Lube-Only-Production

That’s what I was afraid of. (Wasting power) I would rather use the solid fuel and light oil for rocket fuel. But then if the rocket fuel backs up, you can't produce anymore blue belts ! that's precisely what this setup was made for in the first place i assume. ( or robot frame ?). You can think of...

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