Search found 294 matches

by Lubricus
Sat Aug 19, 2017 3:04 pm
Forum: Bob's mods
Topic: Machine speed cap?
Replies: 13
Views: 6691

Re: Machine speed cap?

It's also possible to get way to high productivity! I tried make iron plates with multi purpose furnace mk2 with 6 good module mk5 and one beakon with one lone raw speed mk 8. The stats info on the machine ended up like Productivity 300% crafting speed 58.4 (+1360%) recipe time 3.5 100 iron ore were...
by Lubricus
Thu Jul 20, 2017 11:08 pm
Forum: Ideas and Suggestions
Topic: [0.15.23] inserter waits too long
Replies: 94
Views: 49315

Re: [0.15.23] inserter waits too long

Optera
going off topic but with this inserter settings in bobs mods they are insanely fast
Image
by Lubricus
Fri Jul 14, 2017 10:33 pm
Forum: Balancing
Topic: Logistics net: Less research needed
Replies: 73
Views: 26382

Re: Logistics net: Less research needed

I like that requester chests is locked behind the yellow science. It's fun to try to get the big mess with belts to work. Simple arrays of assembling machines is boring. Figuring out and optimize layouts and belts is the fun part of the game, so it's great if the game force us to play the fun way. S...
by Lubricus
Fri Jul 14, 2017 1:03 pm
Forum: Ideas and Suggestions
Topic: Train stop improvement
Replies: 5
Views: 2245

Re: Train stop improvement

Interesting. I have more train-stations than trains so it wouldn't be easier to set the conditions on the stops.
by Lubricus
Fri Jul 14, 2017 10:57 am
Forum: Ideas and Suggestions
Topic: Fill target with inserters
Replies: 12
Views: 4317

Re: Fill target with inserters

That would help building effective high speed assembling machines. But the question would it make it more fun to try build high speed stuff? I think no. The game need limitations to make the need for the player to create complicated and interesting builds and explore the mechanics.
by Lubricus
Wed Jul 12, 2017 11:12 am
Forum: Ideas and Suggestions
Topic: Automatic infinite research
Replies: 21
Views: 5693

Re: Automatic infinite research

Sounds like a good idea. My bobs mod base is on mining productivity 400 something. It's very annoying to get interrupted when trying to build something and the auto-research mod chose some worthless military science. An alternative could be to make the cost double every time as for the robot speed s...
by Lubricus
Thu Jul 06, 2017 5:46 pm
Forum: Mod portal Discussion
Topic: IDEA: Version filter
Replies: 2
Views: 1607

Re: IDEA: Version filter

Agree. It would be much simpler to scroll the relevant mods.
by Lubricus
Wed Jul 05, 2017 11:04 am
Forum: Ideas and Suggestions
Topic: Rimworld/Dwarf Fortress depth
Replies: 4
Views: 3697

Re: Rimworld/Dwarf Fortress depth

I have played a little with the Industrial roller mod in Rimworld. It get's a little bit tedious and tricky to build stuff when you can't do it yourself or don't have any blueprint. Fooling around with minecart's and get the dwarfs killed in DF is fun... I think the biggest fundamental difference be...
by Lubricus
Fri Jun 30, 2017 6:13 am
Forum: Ideas and Requests For Mods
Topic: [Idea] Modular Locomotives
Replies: 4
Views: 1528

Re: [Idea] Modular Locomotives

This does seem interesting. As a note, for this to work a method of automatically building those trains and equiping modules is required, because doing that manually is a problem. Its OK for modular armor, because its one instance and directly connected to the player. Its a bit more annoying with v...
by Lubricus
Thu Jun 29, 2017 12:05 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Remote train content reader
Replies: 0
Views: 526

[Idea] Remote train content reader

An box that can read content and fuel storage in passing by trains. The box could be wired to train signals possibly through some combinator jigamajog to direct the trains where you want them. They could work similar to the read from train station without the need for the trains to stop. It's the tr...
by Lubricus
Thu Jun 29, 2017 11:53 am
Forum: Ideas and Requests For Mods
Topic: [Idea] Modular Locomotives
Replies: 4
Views: 1528

[Idea] Modular Locomotives

More interesting trains with modular locomotives with some sort of inventory slots where you have to place engines and brakes for the locomotive to work.
You could have brakes, storage box (for fuel) boiler and a steam engine or an combustion engine + storage tank or batteries + electric engines.
by Lubricus
Thu Jun 22, 2017 1:48 pm
Forum: General discussion
Topic: Robot Battery Research
Replies: 15
Views: 7547

Re: Robot Battery Research

I don't like the idea to have bot's to solve the logistic puzzle. So i dislike a buff that makes the bot's more effective for that. I like the bot's to fetch stuff for my inventory (logistics slots) and to build stuff for me.
by Lubricus
Sat Jun 17, 2017 10:22 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 194
Views: 61864

Re: Personal robots prioritizing nearest first

Maybe an R-tree could be used to optimize the process to find the nearest "ghosts" stuff to do for the robots. Not the easiest to code...
https://en.wikipedia.org/wiki/R-tree
by Lubricus
Fri Jun 16, 2017 5:16 pm
Forum: Ideas and Suggestions
Topic: Randomize train target when multiple stations have same name
Replies: 7
Views: 2724

Re: Randomize train target when multiple stations have same name

I tried to levitate that problem with a hysteresis switch for the train-stations. So the station opens when it can take more than one load of cargo. https://forums.factorio.com/viewtopic.php?f=193&t=49319 There are ideas about conditions to skip stations https://forums.factorio.com/viewtopic.php...
by Lubricus
Fri Jun 16, 2017 6:47 am
Forum: Ideas and Suggestions
Topic: Randomize train target when multiple stations have same name
Replies: 7
Views: 2724

Re: Randomize train target when multiple stations have same name

If you close stations that is empty/full it good if the train goes to the closest open station. So I vote for the trains to go to the closest station. That it's complex to solve is a great game mechanic. I love how it pops up more and more throughput problems when you expand the factory and have to ...
by Lubricus
Mon Jun 12, 2017 9:39 pm
Forum: Ideas and Suggestions
Topic: Train station skipping conditions
Replies: 143
Views: 65328

Re: Train station skipping conditions

I came up with the same idea here. There could be a second set of rules for skipping station in addition to leave condition. ..... This can ultimately extend train possibilities to make game even more awesome. Examples follow: Creating dedicated refueling stations Creating on-demand logistics Optim...
by Lubricus
Mon Jun 12, 2017 5:12 pm
Forum: Ideas and Suggestions
Topic: Allow Trains to select their own stop.
Replies: 14
Views: 5401

Re: Allow Trains to select their own stop.

I was just trying to figure out a way to make this work last night... I've got a pretty congested rail network already, and there's some items I don't really have enough production of to keep even a single train busy full time. Lots of trains sitting idle in intake stations waiting for the output s...
by Lubricus
Mon Jun 12, 2017 4:15 pm
Forum: Ideas and Suggestions
Topic: Allow Trains to select their own stop.
Replies: 14
Views: 5401

Re: Allow Trains to select their own stop.

You can already enable and disable train-stations and and if you give several stations the same name the train will chose the closest that is open. So you can already achieve this with wiring it will be tricky to get it to work perfectly... How else should the trains select there stop? I don't see h...
by Lubricus
Mon Jun 12, 2017 3:46 pm
Forum: Ideas and Suggestions
Topic: Show status of train stop
Replies: 1
Views: 766

Re: Show status of train stop

The trainstations are blinking with different colors and the name turns red on the map when the train-stop is disabled.
The blinking light on the station is way to hard to see or even notice and will hopefully be tweaked by the graphic designer.

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