Search found 227 matches
- Sat Dec 19, 2020 4:45 pm
- Forum: Ideas and Suggestions
- Topic: Brownout icon / Low power icon / Low power warning
- Replies: 49
- Views: 13793
Re: Have a low power icon as well as power off (for beginners :)
I got it recently on a very minor brownout
- Sun Dec 06, 2020 10:26 am
- Forum: General discussion
- Topic: your thoughts on menu simulation
- Replies: 64
- Views: 19892
Re: your thoughts on menu simulation
I like them but as many said before:
Too short. Should be longer.
Transitions between simulation are instant. Should be smoother or maybe they should not change at all.
Too short. Should be longer.
Transitions between simulation are instant. Should be smoother or maybe they should not change at all.
- Sat Dec 05, 2020 9:12 am
- Forum: Logistic Train Network
- Topic: Destination full?
- Replies: 6
- Views: 23033
Re: Destination full?
Check the next station. Has it been set to allow a maximum of trains?
- Fri Dec 04, 2020 6:35 pm
- Forum: 1 / 0 magic
- Topic: [1.1.5] Discord overlay kills to desktop
- Replies: 3
- Views: 1604
Re: [1.1.5] Discord overlay kills to desktop
My discord overlay doesn't have any problems
win 10
factorio 1.1.5
win 10
factorio 1.1.5
- Mon Nov 30, 2020 2:24 pm
- Forum: Gameplay Help
- Topic: [1.1.2] trains refuse to path through station
- Replies: 8
- Views: 1930
Re: [1.1.2] trains refuse to path through station
Yes it would
- Mon Nov 30, 2020 1:16 pm
- Forum: Ideas and Suggestions
- Topic: [1.1.2 mac] Train Limits - scheduling FROM nearest station
- Replies: 16
- Views: 2773
Re: [1.1.2 mac] Train Limits - scheduling FROM nearest station
I have more trains than I need. But the stacker in front of the smelter can handle more trains than I need at the moment. And the penaltys to routeing that are imposed by waiting trains + a few custom circuitrys gives me a nice trade-off between how far trains travel and how full my stations are. Bu...
- Mon Nov 30, 2020 1:00 pm
- Forum: Ideas and Suggestions
- Topic: [1.1.2 mac] Train Limits - scheduling FROM nearest station
- Replies: 16
- Views: 2773
Re: [1.1.2 mac] Train Limits - scheduling FROM nearest station
As far as I know trains do not wait for each other to make their routing decisions so this could be hard to implement and you should avoid this scenario anyway in my opinion. There should always be more slots at your smelters than you have trains running and if your mines are all closed because they...
- Mon Nov 30, 2020 12:14 pm
- Forum: Ideas and Suggestions
- Topic: Delay combinator
- Replies: 11
- Views: 3126
Re: Delay combinator
That's the one thing I experienced too but he is talking about a 3600 tick delay.
Clearly that's something different
Clearly that's something different
- Mon Nov 30, 2020 8:25 am
- Forum: Ideas and Suggestions
- Topic: Delay combinator
- Replies: 11
- Views: 3126
Re: Delay combinator
I do think that is what he wants but what is the use case for this?
- Tue Nov 24, 2020 7:16 pm
- Forum: Energy Production
- Topic: Emergency power supply
- Replies: 3
- Views: 2583
Emergency power supply
Do you want to guard your combinator setups against deep brownouts? This power storage does not work like your usual batteries. It only activates when your power supply is so low that combinators stop updating. After that it tries to give only as much energy away as is needed for keeping you above t...
- Sun Nov 22, 2020 2:07 pm
- Forum: Gameplay Help
- Topic: Logical requests delayed
- Replies: 25
- Views: 5515
Re: Logical requests delayed
I'm entirely prepared to accept that I'm going to run into hardware and software limitations. I think though that the issue I'm running into here is a software issue rather than a hardware issue, because it started being an issue before I even started dipping below 60 UPS (still get 60 UPS when not...
- Sun Nov 22, 2020 11:21 am
- Forum: Gameplay Help
- Topic: dragon's teeth no longer working
- Replies: 21
- Views: 6122
Re: dragon's teeth no longer working
A year ago they changed biters so they don't collide with each other when attacking. I thought that change made dragon's teeth ineffective. But that doesn't explain why they should ignore the turrets and attack the wall. Can you post a screenshot? See https://factorio.com/blog/post/fff-316 - Search ...
- Sat Nov 21, 2020 7:49 am
- Forum: Gameplay Help
- Topic: trains getting stuck
- Replies: 11
- Views: 2924
Re: trains getting stuck
Yes. After 5 - 6 minutes it should repath.
- Fri Nov 20, 2020 11:12 am
- Forum: Energy Production
- Topic: Compact 4.8 GW Nuclear Reactor
- Replies: 37
- Views: 53257
Re: Compact 4.8 GW Nuclear Reactor
Oh! My reactors blueprint says V1.1 - the newest one is V1.4
I didn't update the control systems on my nuclear reactor
Nope. Don't change anything.
I didn't update the control systems on my nuclear reactor
Nope. Don't change anything.
- Fri Nov 20, 2020 10:08 am
- Forum: Energy Production
- Topic: Compact 4.8 GW Nuclear Reactor
- Replies: 37
- Views: 53257
Re: Compact 4.8 GW Nuclear Reactor
Clipboard04.png The one in the yellow brackets. And as you can see on the screenshot I changed it to C < 20 now. I think I will revisit this later. First: I will try to remove dependence on the logistic system working accurately. Instead I will try to control the inserters that feed the reactors di...
- Wed Nov 18, 2020 6:50 am
- Forum: Outdated/Not implemented
- Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
- Replies: 113
- Views: 27358
Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap.
I still see no solution that has a chance to be used by the devs. The only one I could see happening would be to make combinators work without electricity at all. Sounds strange at first but belts move to without being powered and nobody cares... They could be redisigned to look like steam punk mach...
- Tue Nov 17, 2020 8:10 pm
- Forum: Outdated/Not implemented
- Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
- Replies: 113
- Views: 27358
Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap.
I guess I'm a little bit late but still I want to contribute my findings. After finishing my test setup to detect this I commanded my Lisp Wizard(TM) 4.8 GW Nuclear Reactor to shut down half of its reactors and waited what would happen. Shockingly the Blue Screen warning came not at 50% as boskid pr...
- Tue Nov 17, 2020 7:59 pm
- Forum: Energy Production
- Topic: Bluescreen Detection & Electric Network Monitoring
- Replies: 4
- Views: 2288
Re: Bluescreen Detection & Electric Network Monitoring
It detects when your combinators begin to stop responding - it's more a hanging than a crashing but I wanted to be dramatic
- Tue Nov 17, 2020 7:26 pm
- Forum: Energy Production
- Topic: Bluescreen Detection & Electric Network Monitoring
- Replies: 4
- Views: 2288
Bluescreen Detection & Electric Network Monitoring
Have you heard the shocking news? A deep brownout can freeze your precious combinator contraptions. Chaos could unfold inside your factory right now and you would not even notice :shock: :shock: :shock: But don't panic - just install Nos#Fi's Bluescreen Detection & Electric Network Monitoring sy...
- Sun Nov 15, 2020 9:27 am
- Forum: Gameplay Help
- Topic: Logical requests delayed
- Replies: 25
- Views: 5515
Re: Logical requests delayed
I don't know the root problem.
Probably to much logistic requests but I don't know the limits there - I'm a belt base guy.
But one suggestion: Do switch to active providers.
Passive providers are the last thing on the list when a robot chooses where to pick up stuff.
Probably to much logistic requests but I don't know the limits there - I'm a belt base guy.
But one suggestion: Do switch to active providers.
Passive providers are the last thing on the list when a robot chooses where to pick up stuff.