Search found 91 matches

by urza99814
Wed Mar 01, 2017 5:40 pm
Forum: Gameplay Help
Topic: Help with circuit and chests contents comparison
Replies: 1
Views: 1575

Re: Help with circuit and chests contents comparison

I think you just need two arithmetic combinators and a decider Two arithmetic source from chest 3 Pu * 2 -> Pu U * 1 -> U (just to block feedback of Pu count) Then your decide takes from the output of both of those: If Pu > U, output 1 Depending on what you're doing you might also find this setup us...
by urza99814
Tue Feb 28, 2017 5:35 pm
Forum: General discussion
Topic: Train/Ore balancing
Replies: 20
Views: 16159

Re: Train/Ore balancing

Compressed blue belt carries 40 items per second https://wiki.factorio.com/Express_transport_belt Train cargo wagon carries 40 stacks, and your ores are stacks of 50 https://wiki.factorio.com/index.php?title=Cargo_wagon So a train with two wagons can keep a blue belt full if it returns every hundred...
by urza99814
Tue Feb 28, 2017 4:26 pm
Forum: General discussion
Topic: Train/Ore balancing
Replies: 20
Views: 16159

Re: Train/Ore balancing

I find one train per resource is plenty unless you're building a HUGE base. The important part is keeping it running. I usually have a line of stack inserters and steel chests beside each train stop. So the cargo wagons unload in seconds into the chests, and then the chests take time to empty onto b...
by urza99814
Tue Feb 21, 2017 5:52 pm
Forum: General discussion
Topic: Barrels post-tanker?
Replies: 27
Views: 9239

Re: Barrels post-tanker?

What if you want to move fluids with logistics bots? Or a car? Or the player? Or belts? I've used all of those in the past... Feels like it should be rebalanced though. A train car full of barrels is an insane amount of oil, and I expect any tanker car to hold significantly less. Which doesn't make ...
by urza99814
Wed Feb 15, 2017 8:24 pm
Forum: General discussion
Topic: Rename Discussion
Replies: 9
Views: 2893

Re: Rename Discussion

Yeah, it'd be nice to get some of these renamed, although I don't think any are really huge issues, and some I would argue definitely should not change. So, having speed/efficiency/productivity "modules" is fine. The name describes exactly what they do, and the complaint against it is esse...
by urza99814
Fri Feb 10, 2017 4:50 pm
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 51725

Re: Friday Facts #177 - Difficulty settings

Now I'm thinking.... how about put those map-related mod settings into this UI, with the new tab "Mod settings"? I mean, some mod settings are prototype related, changing them require Factorio to restart. But the other settings can be changed for each map. I think it will be more user fri...
by urza99814
Thu Dec 22, 2016 10:00 pm
Forum: Gameplay Help
Topic: Is this a Resolution Problem?
Replies: 10
Views: 3289

Re: Is this a Resolution Problem?

Yeah, the scaling has some issues... I find some settings work better than others, so like 90% might not be readable but 88% might for example. I keep mine at 80% and don't have any issues, but YMMV I guess... I do agree it would be nice if they tried to shrink it a bit so that isn't necessary thou...
by urza99814
Thu Dec 22, 2016 7:18 pm
Forum: Gameplay Help
Topic: Is this a Resolution Problem?
Replies: 10
Views: 3289

Re: Is this a Resolution Problem?

Yeah, the scaling has some issues... I find some settings work better than others, so like 90% might not be readable but 88% might for example. I keep mine at 80% and don't have any issues, but YMMV I guess... I do agree it would be nice if they tried to shrink it a bit so that isn't necessary thoug...
by urza99814
Thu Dec 22, 2016 6:43 pm
Forum: Gameplay Help
Topic: Is this a Resolution Problem?
Replies: 10
Views: 3289

Re: Is this a Resolution Problem?

In the game options menu there's a setting for UI scale. Reduce that a little and it should take care of that issue.
by urza99814
Wed Dec 21, 2016 6:46 pm
Forum: General discussion
Topic: Few personal feelings, and thoughts about new features
Replies: 4
Views: 2069

Re: Few personal feelings, and thoughts about new features

You have to make your own objectives! For example, I'm a huge fan of the old Command and Conquer RTS games. If you look at rise games as "can I defeat a hard AI?" the game will be over in an hour, tops. If instead you take an objective of "can I beat this team on this difficulty on th...
by urza99814
Mon Dec 19, 2016 6:53 pm
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 63853

Re: Friday Facts #169 - Combat revisit 2

Hmmm. Looks to me like after these changes you'll need to put some work into making combat more challenging again. I think the best way to do that is to revamp the power or robot systems though. Either robots shouldn't build instantly (they're already weak enough that turret creep incurs noticable l...

Go to advanced search