Search found 499 matches

by Yoyobuae
Tue Dec 29, 2020 4:59 am
Forum: Gameplay Help
Topic: logistic: push to storage
Replies: 9
Views: 2869

Re: logistic: push to storage

What I need is a way to tell the robots not to transport material to a storage across the map, but use the one right next to the source and the consumer. (Actually, I'd have expected this to be default behaviour.) Is there no way to accomplish this? Split the logistic network into smaller cells. I ...
by Yoyobuae
Mon Dec 28, 2020 1:59 pm
Forum: Gameplay Help
Topic: I admit defeat.
Replies: 18
Views: 3918

Re: I admit defeat.

Yeah, that's the issue. Copied ghosts (which I was doing, via cut/paste) don't auto rotate when placed. Probably a 'feature' but a usability issue if you ask me. If you look closely, you will see there's a graphic in between the railroad ties when the signal connects properly that's missing when th...
by Yoyobuae
Sun Dec 27, 2020 12:46 am
Forum: Gameplay Help
Topic: Why would I care about pollution?
Replies: 11
Views: 14416

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. The reasoning is simple. Would you rather: Continually have to spend resour...
by Yoyobuae
Sat Dec 26, 2020 4:45 pm
Forum: Gameplay Help
Topic: Why would I care about pollution?
Replies: 11
Views: 14416

Re: Why would I care about pollution?

I can't possibly reduce pollution so much as to avoid attacks altogether Oh, but actually you can . I launched a rocket without triggering any attacks at all (default setings): https://imgur.com/a/3IAegxs#eUL1TMd I also made some good headway into a deathworld run without fighting any biters: https...
by Yoyobuae
Sat Dec 26, 2020 2:09 pm
Forum: General discussion
Topic: Factorio is two games: pre and post robots.
Replies: 55
Views: 16734

Re: Factorio is two games: pre and post robots.

My understanding is Pollution is deterministic, so you should be able to determine when and where pollution is hitting biter nests, and hence where you need to build defences. Biter behaviour should also be deterministic, but might be affected by a psuedo-random generator that varies between runs, ...
by Yoyobuae
Thu Dec 24, 2020 6:04 pm
Forum: Ideas and Suggestions
Topic: Ghost place from quickbar slot which lacks items
Replies: 15
Views: 3096

Re: Ghost place from quickbar slot which lacks items

Evilness wrote:
Thu Dec 24, 2020 4:56 pm
Thank you for the answer. This feature should be enabled by default in my opinion.
I think that having option on by default would cause confusion in new players and would even annoy veteran players which normally don't use the feature.
by Yoyobuae
Thu Dec 24, 2020 5:07 pm
Forum: General discussion
Topic: Landfill, Stone, gear production issues
Replies: 6
Views: 2500

Re: Landfill, Stone, gear production issues

I'm not sure it's even possible to run a SINGLE landfill machine without it being starved at least some of the time (three independent blue belt stone feeds maybe?). It is possible. Here's a setup using speed modules and 7x speed beacons (video): https://giant.gfycat.com/SadIndelibleIsabellineshrik...
by Yoyobuae
Thu Dec 24, 2020 1:22 am
Forum: Ideas and Suggestions
Topic: Blueprint cable removal on placement
Replies: 3
Views: 1179

Re: Blueprint cable removal on placement

IMPORTANT: Have a setting to disable this feature if it's ever implemented.

We do not want a repeat of the mess "blueprint saving copper cables" feature has caused. If I don't want to deal with it I should have the option to turn these kind of features off.
by Yoyobuae
Mon Dec 21, 2020 8:29 pm
Forum: Gameplay Help
Topic: Power bug
Replies: 10
Views: 3036

Re: Power bug

About water flow speed: - Pipe have limit of 1.200 fluid / sec ( You can force it up to 1.714 Fluid / sec ) - Storage Tank have limit of 10.000 fluid / sec - Pump have limit of 12.000 fluid / sec - Boilers have limit of... probably 12.000 or more... ( maybe my testing method was wrong but i don't t...
by Yoyobuae
Mon Dec 21, 2020 3:17 pm
Forum: Gameplay Help
Topic: Power satisfaction bug?
Replies: 4
Views: 2090

Re: Power satisfaction bug?

What am I missing here? Is this a bug maybe? Beacons specifically have a rather large electric energy buffer compared to the amount of energy per tick they use. Specifically they have a buffer around 5x larger than they use per tick. Here you can see the impact of that energy buffer (look how the S...
by Yoyobuae
Mon Dec 14, 2020 8:35 pm
Forum: Ideas and Suggestions
Topic: Implement an early game drone that assists with deconstruction
Replies: 10
Views: 2547

Re: Implement an early game drone that assists with deconstruction

Early tree deconstruction = Grenades

Early entity deconstruction = Also grenades ;)
by Yoyobuae
Sun Dec 13, 2020 4:24 pm
Forum: Ideas and Suggestions
Topic: Make "all trees/rocks" into filters for deconstruction planners
Replies: 17
Views: 4944

Re: Make "all trees/rocks" into filters for deconstruction planners

IMO the "Trees and rocks only" button should only be a shortcut which places generic "Trees" and "Rocks" entries into the filter. Switching on the toggle should make the filter "Trees" and "Rocks", but it should not disable the grid so the player can...
by Yoyobuae
Sun Dec 13, 2020 2:21 pm
Forum: General discussion
Topic: Support for Big Sur/M1 macs
Replies: 2
Views: 1738

Re: Support for Big Sur/M1 macs

Factorio runs fine using Rosetta 2.

Which kinda makes it even less likely there will be a native version.
by Yoyobuae
Thu Dec 10, 2020 10:59 pm
Forum: Gameplay Help
Topic: Power issue
Replies: 10
Views: 2902

Re: Power issue

Mabbe7 wrote:
Thu Dec 10, 2020 10:00 pm
I have 25 steam engins with 5 boilers. 5 engins on each boiler. I can produce 95 MW. but they only produce 21 MW Why?
Not enough boilers. You need one boiler for every 2 steam engines (assuming vanilla Factorio).
by Yoyobuae
Tue Dec 08, 2020 2:44 am
Forum: Gameplay Help
Topic: Power Switch used with logistic network
Replies: 3
Views: 1487

Re: Power Switch used with logistic network

If you want to control the Power Switch using circuit network: Make your the Power Switch is disconnected from Logistic network. If you wan to control the Power switch using logistic network: Disconnect red/green circuit network wires from the Power switch. Using both at the same time will just abso...
by Yoyobuae
Mon Dec 07, 2020 11:38 pm
Forum: General discussion
Topic: Thanks for all the fish! (Cave spoiler Spidertron)
Replies: 18
Views: 6735

Re: Thanks for all the fish! (Cave spoiler Spidertron)

Ifalna wrote:
Mon Dec 07, 2020 9:36 pm
I wonder if it would be possible to cut power to the silo when the rocket is at 100% and re-enable it once the stack size reaches 100.
They launch sequence proceeds even without power.
by Yoyobuae
Mon Dec 07, 2020 10:36 pm
Forum: Ideas and Suggestions
Topic: Inserter Speed Small Changes
Replies: 4
Views: 1095

Re: Inserter Speed Small Changes

They have 864 degrees per second which would math out to be 25 ticks per rotation, however in game it comes out to 26 ticks, I assume due to requiring inserters to take the same time to go back and forth. When picking from a chest, the inserter will make two motions of 180 degrees each. With rotati...
by Yoyobuae
Mon Dec 07, 2020 10:25 pm
Forum: Ideas and Suggestions
Topic: Allow setting yellow rail signal with circuit network
Replies: 3
Views: 1147

Re: Allow setting yellow rail signal with circuit network

But when doing this at some point you have to open the signal to allow the train to actually come through. Just open the signal when a signal in front of it turns yellow, like so (video): https://giant.gfycat.com/YellowishLightDowitcher.webm The signal is closed all the time until a train reserves ...

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