Search found 91 matches
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...