Search found 135 matches
- 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//...
- 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...
- 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...
- 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.
- 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,...
- 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...
- 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.
- 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!
- 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...
- 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 ...
- 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).
- 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.
- 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.)
- 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.
Big biters that chew up lots of ammo are just boring.
- 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.
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.
- 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.
- 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...
- 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.
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.
- 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...
- 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.