Search found 158 matches

by mergele
Thu May 30, 2019 11:23 pm
Forum: Gameplay Help
Topic: Rail signals: "No path", but WHY?
Replies: 6
Views: 2057

Re: Rail signals: "No path", but WHY?

The part shown seems to be correct. Red/Green signals are not relevant for finding a pathanyways. As far as I can tell the problem must lay further down the track or at the target station.
by mergele
Tue May 21, 2019 5:19 am
Forum: General discussion
Topic: Why i will never play 0.17
Replies: 45
Views: 19978

Re: Why i will never play 0.17

I must say I love the new quickbar. I define once my refinery sbuilding quickbar, my defense building quickbar, m assembler building quickbar, my rail building quickbar etc. and then I got them and no longer have to constantly fiddle around with my quickbar setup whenever I change what I am doing an...
by mergele
Wed Apr 24, 2019 12:58 pm
Forum: Gameplay Help
Topic: Copy inventory filter settings?
Replies: 2
Views: 3187

Re: Copy inventory filter settings?

Ah, yes it's a bit confusing but it works. Thanks!
by mergele
Thu Apr 18, 2019 6:31 am
Forum: Gameplay Help
Topic: Copy inventory filter settings?
Replies: 2
Views: 3187

Copy inventory filter settings?

Is there a way to copy inventory filter settings within one inventory? Now I don't mean to copy the entire filter from one entity to another, what I am talking about is that I am setting the filters on my train cars to only accept the items they shall be carrying. And it is pretty tiring to go "...
by mergele
Fri Apr 12, 2019 3:07 pm
Forum: Gameplay Help
Topic: 0.17 research queue not working for me
Replies: 5
Views: 1288

Re: 0.17 research queue not working for me

It's on a per-base basis.
So not "have you ever launched a rocket?" but "have you launched a rocket this game already?".
And the default is that research queue gets activated once you have launched a rocket, you switch it so that the queue is there from the start.
by mergele
Fri Oct 26, 2018 1:03 pm
Forum: Off topic
Topic: A Danger of Factorio
Replies: 9
Views: 8015

Re: A Danger of Factorio

"Enough" in ths case remains to mor eproduction than consumption. However this automatically means that you don't have enough consumption.
by mergele
Mon Sep 24, 2018 11:11 am
Forum: General discussion
Topic: Belt question
Replies: 13
Views: 5046

Re: Belt question

I just build everything in the newest belts I have. Sure it may be unnecessarily expensive, but it's factorio - if costs are an issue it just means that you need to up your production capabilities anyways.
by mergele
Tue Aug 07, 2018 7:46 pm
Forum: General discussion
Topic: Game+ in Factorio?
Replies: 17
Views: 6118

Re: Game+ in Factorio?

I fail to see the point.
by mergele
Sat Aug 04, 2018 7:34 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 82539

Re: Friday Facts #254 - No research queue for you

Honestly I don't care much about the research queue, I've always seen it as rather small on the nice-to-have-list and if it disconnects you from your tech in play it's indeed probably better to just cut it out.
by mergele
Mon Jul 09, 2018 5:29 am
Forum: General discussion
Topic: Stations with same name: Avoiding orphan trains
Replies: 11
Views: 6654

Re: Stations with same name: Avoiding orphan trains

Somehow I seem to have missed LaRones comment seems we both are talking about the same idea. Sorry for that. The way I'd do it is an extention of what you are already doing. When the signal comes that triggers the alarm you also activate a dummy station, named exactly like the mine stations, and put...
by mergele
Sun Jul 08, 2018 10:37 pm
Forum: General discussion
Topic: Stations with same name: Avoiding orphan trains
Replies: 11
Views: 6654

Re: Stations with same name: Avoiding orphan trains

Make a fallback station. An empty station that goes active if no other mine stations for that given ore are active. It collects your orphaned trains, keeps them fueld and off the main network. Give it a direct rail from unloading to there without intercepting the main line and back. Disadvantage is ...
by mergele
Wed May 16, 2018 6:05 am
Forum: General discussion
Topic: True end of Factorio
Replies: 17
Views: 7698

Re: True end of Factorio

The game ends when my itch has been scratched for another year.
by mergele
Thu May 03, 2018 4:22 am
Forum: Gameplay Help
Topic: PSA:the last 100%-busy entity in your line is the bottleneck
Replies: 1
Views: 802

Re: PSA:the last 100%-busy entity in your line is the bottleneck

I remember a multyplayer game with a friend where we were purely waiting for research to get the third science pack (before science rework) and were constantly adding more and more labs. (Flasks are backing up, more labs! Gears are not enough, more! Assembler can't keep up with flask production, mor...
by mergele
Sat Apr 28, 2018 10:09 am
Forum: Gameplay Help
Topic: Trains with multiple stations
Replies: 14
Views: 8877

Re: Trains with multiple stations

As far as I know the train destination is decided upon the train leaving it's previous station and not updated while on route. So if the first train is on the way to the mining outpost while the second train already leaves they both would head to the same station (as that one is at that time unoccup...
by mergele
Tue Apr 24, 2018 9:33 pm
Forum: Gameplay Help
Topic: Chain Signal Confusion - Tutorials
Replies: 8
Views: 7330

Re: Chain Signal Confusion - Tutorials

ColonelSandersLite wrote:I found the tutorial problem you mention to be poor specifically because it does not give you enough chain signals to properly signal the whole junction.
Ehm, just replacing the 6 inner signals with chains gives a perfectly signalled junction.
by mergele
Mon Apr 23, 2018 7:25 am
Forum: Gameplay Help
Topic: Chain Signal Confusion - Tutorials
Replies: 8
Views: 7330

Re: Chain Signal Confusion - Tutorials

Example A: Signals are directionwise right of the tracks, so this signal starts out red because it sees the bottom cyan train ahead of it, but only trains coming from the intersection would pay it any mind. The cyan train looks to it's right and sees a green full signal so it keeps going. (Btw. Havi...
by mergele
Sat Jan 13, 2018 5:45 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 372354

Re: Friday Facts #225 - Bots versus belts (part 2)

The additional configuration for splitters could be unlocked via a laegame tech (just remove the GUI elements if you don't have the tech). After all it's just a software update. And following up on GotLag his idea may then be the second tier software-update for splitters. [quote="GotLag"]I...
by mergele
Wed Jul 19, 2017 1:17 am
Forum: General discussion
Topic: [Poll] How should the enemies be called?
Replies: 75
Views: 27280

Re: So are we villain protagonists?

We crashlanded on their planet and instead of providing emergency aid they immediatley try to kill us on sight. Through their unwarranted aggression we are forced to buld up an industrial base to ensure our own survival. We are just acting in self defense.
You can always look at it from this side.
by mergele
Sat Jul 08, 2017 10:42 am
Forum: News
Topic: Friday Facts #198 - Rail segment visualisation
Replies: 116
Views: 67997

Re: Friday Facts #198 - Rail segment visualisation

Wait you already got that? Make that stuff available for us! (Rail segment colors) I don't need it anymore, but that would probably help so much for new players... I guess whenever someone now asks about a problem with rails I can just recommend him to turn on this debug view (gotta check the name) ...
by mergele
Wed Jul 05, 2017 11:25 am
Forum: General discussion
Topic: I think I've built myself into a corner.... well 4.
Replies: 9
Views: 4024

Re: I think I've built myself into a corner.... well 4.

Kill the biters. At the point in the game you are at they are irrelevant anyways. Unless you want some achievements just cheat all the biter and their nests dead. Should give you quite a bit of UPS buffer.

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