Search found 240 matches
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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.
- 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...
- 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.
Note to self: Do not jump out of heli while in forward flight over main base.
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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.
- 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".
- Sat Jun 17, 2017 5:21 am
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 52997
- 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...
- 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...