Search found 240 matches

by AndrewIRL
Tue Jan 23, 2018 4:59 am
Forum: Gameplay Help
Topic: Optimal train lengths in 0.16
Replies: 8
Views: 25288

Re: Optimal train lengths in 0.16

Extremely happy to be proven wrong, anyone? They have to be quite long, however it is possible to have a very long train with enough momentum to plow through biters. There is some discussion in this thread . Aha! Proven wrong. Nice find. Total train weight of 11 needed. These are some minimal combi...
by AndrewIRL
Mon Jan 22, 2018 7:19 am
Forum: Gameplay Help
Topic: Optimal train lengths in 0.16
Replies: 8
Views: 25288

Re: Optimal train lengths in 0.16

I'm interested both in double headed trains and single-headed and how big they need to be to run over behemoths freely. There is no train size that can run over a behemoth that I know of. The first behemoth is killed but stops the train allowing it to get mobbed. After that the train is unable to a...
by AndrewIRL
Sun Jan 21, 2018 8:10 am
Forum: Logistic Train Network
Topic: Fluid wagon setup
Replies: 6
Views: 10998

Re: Fluid wagon setup

LTN can distinguish between fluids and items and picks the appropriate train. However due to lack of easy to use filter pumps LTN does not support merging multiple fluids or fluids and items into one delivery. So you're saying it is basically magic, I put some fluid stations down and figures it all...
by AndrewIRL
Sun Jan 21, 2018 4:08 am
Forum: Logistic Train Network
Topic: Fluid wagon setup
Replies: 6
Views: 10998

Fluid wagon setup

So I built a load/unload station for crude, built a L-FF and assigned it to the same depot as my L-CC trains. Fluid demand at the unload triggered a delivery and LTN sent the only fluid train I have to fetch the fluid, delivered it and went back to the depot. How did this happen? I was expecting an ...
by AndrewIRL
Sat Jan 20, 2018 5:02 am
Forum: Logistic Train Network
Topic: Thanks
Replies: 3
Views: 1535

Re: Thanks

Of course it isn't all good, I do have complaints. Better trains => more trains => more rail + less predicable schedules => more death by train :evil: This mod should come with a warning when you install it. On this map killed by biters: 0, killed by trains: 5. All my careful station design and trai...
by AndrewIRL
Sat Jan 20, 2018 4:24 am
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 53888

Re: [MOD 0.16] Helicopters

With better fuel in trains we get these acceleration/top speed bonuses: Solid fuel fuel value/stack: 1250MJ acceleration: 120% top speed: 105% Rocket fuel fuel value/stack: 2250MJ acceleration: 180% top speed: 115% Nuclear fuel fuel value/stack: 1210MJ acceleration: 250% top speed: 115% Does that al...
by AndrewIRL
Fri Jan 19, 2018 2:26 pm
Forum: Mods
Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
Replies: 38
Views: 26115

Re: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0

I missed this mod in 0.16, thanks for updating it. Look forward to going back to having belts planned for me, doing it manually is annoying.
by AndrewIRL
Fri Jan 19, 2018 1:34 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 53888

Re: [MOD 0.16] Helicopters

No idea what PAX means PAX is short for passenger outside Factorio, but many people on the forums here have redefined it as "player access". So it is a train system for players to get around the base quickly. My suggestion would be to forget about getting around the base in trains, rip up...
by AndrewIRL
Thu Jan 18, 2018 3:18 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 53888

Re: [MOD 0.16] Helicopters

Is there a Helicopter insurance mod? Helicopters are expensive and ...

Note to self: Do not jump out of heli while in forward flight over main base.
by AndrewIRL
Sun Jan 14, 2018 3:02 pm
Forum: Logistic Train Network
Topic: Thanks
Replies: 3
Views: 1535

Thanks

Checked the other topics and couldn't find a similar one. Hope this is not against subforum rules. Basically thanks for a great mod. Huge enabler for trains for me. Thanks to this mod I have: Reduced rolling stock, no need to dedicate a train per route. Reduced rail congestion. Fewer trains on the t...
by AndrewIRL
Sun Jan 14, 2018 8:22 am
Forum: Ideas and Suggestions
Topic: Filtered or locked toolbelt slot get blueprint if items 0
Replies: 3
Views: 1242

Re: Filtered or locked toolbelt slot get blueprint if items 0

That's planned for 0.17 :). I read that FFF and completely forgot. My mistake, this is already covered - you are correct. As a bonus, this goes well with another idea: building ghost buildings without having the required item. When you click a shortcut for something you don't have any items of, you...
by AndrewIRL
Sun Jan 14, 2018 5:12 am
Forum: Ideas and Suggestions
Topic: Filtered or locked toolbelt slot get blueprint if items 0
Replies: 3
Views: 1242

Filtered or locked toolbelt slot get blueprint if items 0

I have certain spots on my toolbelt filtered (middle-click) for certain items. I tend to run out of these items. So I have a filtered toolbelt spot with no items, I click on the empty spot and ... nothing happens. What I would like to happen is that I get a blueprint of that item in my cursor which ...
by AndrewIRL
Sun Jan 14, 2018 4:34 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 373339

Re: Friday Facts #225 - Bots versus belts (part 2)

New splitter behaviour is AMAZING . Great change, enhances gameplay options, enhances belts without directly changing throughput. Perfect. https://i.imgflip.com/22njrj.jpg Upgrade my bot throughput - place a roboport, done. Upgrade my belt throughput - individually place each tile of belt, undergro...
by AndrewIRL
Mon Jan 08, 2018 7:23 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345728

Re: Friday Facts #224 - Bots versus belts

Power Creep There's a lot of discussion (I didn't read all of it) saying thing like: Nerfs suck, only buff things Devs are trying to lock in a "correct" way of playing When trying to decide whether a feature needs to be buffed or nerfed the most important consideration is how it fits with...
by AndrewIRL
Sat Jan 06, 2018 12:18 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345728

Re: Friday Facts #224 - Bots versus belts

Wow, 19 pages of comments. I admit to not having read all of them so sorry if this suggestion has been made already 1) Split the construction from logistics and allow us to have BOTH earlier 2) Make the "Worker robot cargo size" and "Worker robot speed" more expensive 3) Enhance...
by AndrewIRL
Sun Jun 18, 2017 4:21 am
Forum: Outdated/Not implemented
Topic: Electric Networks Map Lines - Lines not Lining Up
Replies: 16
Views: 8820

Re: Electric Networks Map Lines - Lines not Lining Up

A clear cut decision, I like it. Thanks for not hedging. :)
by AndrewIRL
Sat Jun 17, 2017 5:31 am
Forum: Outdated/Not implemented
Topic: Electric Networks Map Lines - Lines not Lining Up
Replies: 16
Views: 8820

Re: Electric Networks Map Lines - Lines not Lining Up

If this suggestion doesn't make the cut in the current pole redesign (Friday Facts #195 - Poles re-design) then it is unlikely to ever happen and should be moved to "Outdated/Not implemented".
by AndrewIRL
Sat Jun 17, 2017 5:21 am
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 52997

Re: Friday Facts #195 - Poles re-design

by AndrewIRL
Wed May 31, 2017 12:54 pm
Forum: Frequently Suggested / Link Collections
Topic: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
Replies: 16
Views: 34029

Re: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels

bridges: again a dirty way to code it but you could make it so that when a train gets onto a bridge its collision is turned off for the duration of it being on the bridge as the game already overlaps graphics already based on where certain things are placed thus using that one could make a "br...
by AndrewIRL
Wed May 31, 2017 12:28 pm
Forum: Ideas and Suggestions
Topic: Toolbar flyout for selection of subtypes of objects
Replies: 8
Views: 2365

Re: Toolbar flyout for selection of subtypes of objects

For belts and assemblers I just gave up and use the best one I have access to. Even when blue belt is not needed, I use it. One less thing on the toolbar and one less to think about even if it is wasteful. But inserters take up multiple spots on my toolbelt. Be nice to get a fast inserter by default...

Go to advanced search