Search found 135 matches

by leoch
Wed May 17, 2017 4:51 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 880221

Re: 4-way intersection testing: Throughput and deadlocks

All LHD, and all with huge spaces between the lines! Would you care to test these? All RHD with no gap between the lines. crosses.png 0eNqlmt1u2kAQhV+l8rWJdmbXay+3eYwqqgixUktgEDhRo4h3r4kJKmRcn0OuotDwdWZ2/nZm37PH1Uu93TVtl83fs2a5affZ/Od7tm+e28Xq+Fn3tq2zedZ09TrLs3axPv62WzSr7JBnTftU/8nmcnjIs7rtmq6ph+9//...
by leoch
Fri May 12, 2017 7:16 pm
Forum: Balancing
Topic: Boilers are too cheap now
Replies: 7
Views: 2531

Re: Boilers are too cheap now

I always use a burner miner for stone early, apart from maybe one game where i scavenged rocks. Something like double the stone, triple the iron cost wouldn't make very much difference to the game start IMO. Yeah, maybe the "lazy bastard" achievement would need tweaking. (Did this get easi...
by leoch
Fri May 12, 2017 7:13 pm
Forum: Balancing
Topic: Iron sticks instead of iron ore in concrete recipe
Replies: 8
Views: 4345

Re: Iron sticks instead of iron ore in concrete recipe

Brainstorm: (If trains came earlier/there was a locomotive that used a steam engine instead of engine unit) Basic Rail - Wood Board, Stone, Iron Sticks Fast Rail - Stone Brick, Steel Plate Express Rail - Concrete, Steel Plate Interesting idea. I think an "iron stick" rail would have troub...
by leoch
Thu May 11, 2017 10:25 am
Forum: Ideas and Suggestions
Topic: Disable dense forest starting zone
Replies: 6
Views: 1939

Re: Disable dense forest starting zone

Regenerate the map a few times until you find one you like? At least it keeps any custom settings, so this is quick to do.
by leoch
Thu May 11, 2017 10:24 am
Forum: Balancing
Topic: portable solar panels
Replies: 42
Views: 16902

Re: portable solar panels

PacifyerGrey: here's a charger for you (again!): https://mods.factorio.com/mods/DaCyclops/ModularChargePacks Solar panels work okay if you add a lot of them and only use nightvision and one or two roboports. Trying to use shields early on I don't find useful unless you really need to do much combat,...
by leoch
Thu May 11, 2017 3:37 am
Forum: Balancing
Topic: portable solar panels
Replies: 42
Views: 16902

Re: portable solar panels

Yep, the panels work okay for night vision and one roboport maybe, but not much more. I've found Modular Charge Packs a really good alternative. Can we make this stock, please? Add a battery charger building Batteries should keep charge level in inventory To make it practical to manage charged and u...
by leoch
Tue May 09, 2017 1:40 pm
Forum: Implemented Suggestions
Topic: Deconstruction planner: add Stone Rocks to "Tree only"
Replies: 11
Views: 4308

Re: Deconstruction planner: add Stone Rocks to "Tree only"

I don't really see the point? You can already place blueprints and single items (shift-click) without having to worry whether there is a tree or rock in the way.
by leoch
Tue May 09, 2017 9:21 am
Forum: Implemented in 2.0
Topic: Tunnel or bridges for trains
Replies: 113
Views: 44277

Re: Underground Rail

Given an inclination of 10 degrees, the horizontal length of the hill needs to be around 6 times the height. You can't really make train track steeper than this. To get a train under level ground you need a long slope!
by leoch
Tue May 09, 2017 9:12 am
Forum: Ideas and Suggestions
Topic: Extend Combinators
Replies: 8
Views: 13217

Re: Extend Combinators

It looks like some of this was already implemented: binary AND, OR, XOR. Also a decider combinator with "each > 0" output "each, 1" can be used to "standardise" input. Two remaining issues: We can't directly compare green and red signals, e.g. "each red - each gree...
by leoch
Tue May 09, 2017 8:54 am
Forum: Ideas and Suggestions
Topic: Extend Combinators
Replies: 8
Views: 13217

Re: Extend Combinators

The original idea looks a bit overkill (bitwise arithmetic, shift operations), but I definitely miss a few of these: Selecting input source: to compare "iron plates" from the green wire with "iron plates" from the red wire, currently you have to use an arithmetic combinator with ...
by leoch
Sat May 06, 2017 9:25 pm
Forum: Ideas and Suggestions
Topic: Upgarding Walls Research
Replies: 6
Views: 2311

Re: Upgarding Walls Research

But then why not upgrade belts via research the same way? It would solve those blueprint issues (being unable to build blueprints created with high-tech belts in another game).
by leoch
Sat May 06, 2017 9:22 pm
Forum: Ideas and Suggestions
Topic: Train Wait Condition: Loco Inventory Full
Replies: 8
Views: 3210

Re: Train Wait Condition: Loco Inventory Full

"Wait until fuel is full" won't work if you change fuel types, unless you have both types available or remove the old type somehow, so inactivity is better. If your depot is out of fuel, well, probably you've got a problem anyway.
by leoch
Sat May 06, 2017 10:07 am
Forum: Ideas and Suggestions
Topic: Make the upcoming artillery wagon modular
Replies: 2
Views: 1688

Re: Make the upcoming artillery wagon modular

Train-roboports would arguably be even more useful than a gun carriage. (But they would need some control to stop robots flying out while the train is moving fast.)
by leoch
Sat May 06, 2017 10:05 am
Forum: Ideas and Suggestions
Topic: [0.15] Make Biters Interesting... (And Irradiation)
Replies: 1
Views: 1236

Re: [0.15] Make Biters Interesting... (And Irradiation)

If you want hard biters... I like the brood mother idea. But also something like a suicide bomber or battering ram which will try to break walls before many more biters swarm through the gap.

Big biters that chew up lots of ammo are just boring.
by leoch
Sat May 06, 2017 10:01 am
Forum: Ideas and Suggestions
Topic: Check for vehicle speed before releasing personal robots
Replies: 12
Views: 4626

Re: Check for vehicle speed before releasing personal robots

Please fix this! Please! Please!

Happens to me more using trains than any other time. When fighting in a tank I usually end up putting all my construction robots into the tanks inventory so that they can't fly.
by leoch
Sat May 06, 2017 9:57 am
Forum: Ideas and Suggestions
Topic: Let Labs Research a Single Science
Replies: 3
Views: 1526

Re: Let Labs Research a Single Science

That removes the need for the usual logistics getting science packs of all types to each lab. Big complexity drop. No thanks.
by leoch
Fri May 05, 2017 2:32 pm
Forum: Ideas and Suggestions
Topic: load balancing on the world - base on train dispatcher
Replies: 2
Views: 1197

Re: load balancing on the world - base on train dispatcher

Working out how to do this kind of stuff in vanilla is fun :) (Hint: you can have a train wait in a "requester" station until empty or needing any resource, then send it to a supply when necessary via the circuit network. You can set filters on wagons by middle-clicking.) There's also a mo...
by leoch
Fri May 05, 2017 2:28 pm
Forum: Ideas and Suggestions
Topic: Local power connector module for modular armor
Replies: 97
Views: 36828

Re: Local power connector module for modular armor

Please make this stock :)
https://mods.factorio.com/?q=chargepack

(It may be a little over-powered: I have no problem powering 4 roboports in mk1 power armour now. No shields, 1 exoskelleton, 2 charge packs.)

And maybe remove the reactor entirely, or make it very very expensive.
by leoch
Fri May 05, 2017 2:23 pm
Forum: Ideas and Suggestions
Topic: Aquifer Water Drill
Replies: 1
Views: 639

Re: Aquifer Water Drill

There are already several mods to get water anywhere. As for moats/canals/landfill... I feel that there should be two depths of water (there are already, but I think it's just visual). Shallow water: can be filled, can be created by digging, medium & larger biters can cross but at slow speed. De...
by leoch
Fri May 05, 2017 11:25 am
Forum: Ideas and Suggestions
Topic: Re name/classify the science packs
Replies: 8
Views: 2701

Re: Re name/classify the science packs

It's not science. It should be renamed magic research.

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