Search found 92 matches
- Mon Feb 25, 2019 3:49 pm
- Forum: General discussion
- Topic: Ore mining setup
- Replies: 18
- Views: 14882
Re: Ore mining setup
Typically I left 2 tiles between miners except of belt side. It gives nice room for electric poles, running, sometimes even railways. I think there is no real advantage to put maximum numbers of miners, at least in normal situations. I have to build same number of outposts in any case during long r...
- Mon Feb 25, 2019 3:29 pm
- Forum: Balancing
- Topic: Early trains
- Replies: 36
- Views: 19079
Re: Early trains
Except rail signals ARE progression. Maybe on paper, but does anyone really begin to use trains before research of signals? At least I think that there is no point even it is technically possible. Never thought about it but no I actually don't... But isn't that because signals come around with the ...
- Sun Feb 24, 2019 10:09 pm
- Forum: Balancing
- Topic: Early trains
- Replies: 36
- Views: 19079
Re: Early trains
the rail tech stops after you get it and that equals no progression( rail signals do not count as progression ). Except rail signals ARE progression. A single train will work on any track without signals and is good enough for simple outposts. Signals allow multiple trains to use a track. you can h...
- Sun Feb 24, 2019 10:04 pm
- Forum: General discussion
- Topic: Ore mining setup
- Replies: 18
- Views: 14882
Re: Ore mining setup
cram them on a deposit for max throughput and then i have like 4 of the same deposit for longevity.
- Sun Feb 24, 2019 5:52 pm
- Forum: Balancing
- Topic: Early trains
- Replies: 36
- Views: 19079
Re: Early trains
limit the trains to 1 engine per actual train What about trains that go in both directions? make loops to begin with and then later on you can upgrade to bidirectional. That way early rail is easier to setup ad drops the annoying learning curve. however early trains that come after steel would be g...
- Sun Feb 24, 2019 8:03 am
- Forum: Balancing
- Topic: Early trains
- Replies: 36
- Views: 19079
Re: Early trains
Old thread I know, however early trains that come after steel would be great for marathon worlds and altered rail worlds right now. and would make it easier to start setting up your rail system. It could be called locomotion and use steel, steam engines, plate and copper while giving it the cargo wa...
- Sat Feb 23, 2019 9:49 pm
- Forum: Ideas and Suggestions
- Topic: Train connection bonus
- Replies: 10
- Views: 2631
Re: Train connection bonus
In my opinion, the main problem of the propulsion power of multiple engines is that the engines facing the other direction do not contribute at all to the propulsion of the train. This is very unrealistic. This issue has been discussed in the following thread: https://forums.factorio.com/viewtopic....
- Sat Feb 23, 2019 9:47 pm
- Forum: General discussion
- Topic: Train build
- Replies: 10
- Views: 3444
Re: Train build
Hey Typerim, I personally use all different kinds of trains, mostly single direction trains going from 1-2( 1 engine to 2 wagons) for small shuttles, 1-3 for my oil trains, 1-4 for plate hauling and coal/ stone jobs, and for railworlds i use 1-6 to 1-10 for massive ore haulers. I try to avoid bidire...
- Fri Feb 22, 2019 11:49 pm
- Forum: Ideas and Suggestions
- Topic: Train connection bonus
- Replies: 10
- Views: 2631
Re: Train connection bonus
Acceleration is important. It affects how long it takes a train to clear an intersection after stopping before the intersection and how long it takes to enter/leave a station, which affects intersection/station throughput. (Yes other factors, like train length and number of rails/tiles the train nee...
- Fri Feb 22, 2019 8:50 pm
- Forum: Ideas and Suggestions
- Topic: Train connection bonus
- Replies: 10
- Views: 2631
Re: Train connection bonus
This is already in the game ;) For the acceleration at least A 2-4 train is not accelerating as fast as a 5 - 10 train, even though the ratio - locomotive - cargo wagon - is the same I think it behaves like this because the game is calculating "wind resistance" as a fixed value Its not......
- Wed Feb 20, 2019 8:52 pm
- Forum: Ideas and Suggestions
- Topic: Train connection bonus
- Replies: 10
- Views: 2631
Train connection bonus
So are we ever going to see a train connection bonus like we see with nuclear reactor neighbor bonus? Would people like a bonus for that? I know I would.
Edit: and by train I mean engine to engine bonus
Edit: and by train I mean engine to engine bonus
- Wed Feb 20, 2019 3:21 am
- Forum: General discussion
- Topic: Who brought you to factorio?
- Replies: 30
- Views: 9797
Re: Who brought you to factorio?
Watched the trailer, after looking at games about trains. then saw bentham playing a railworld series and knew the game was for me.
- Thu Feb 14, 2019 2:33 am
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 39648
Re: Lategame mining options are lacking
Harvesters bots/ harvester port? , give it a radius that it can mine, mix construction bots with EMDs
Seems interesting, would those bots get both a mining bonus and carrying bonus?
- Wed Feb 13, 2019 3:52 pm
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 39648
Re: Lategame mining options are lacking
I think we are falling off topic here, the post is about mid - late game mining, and to reduce outputs construction time, and to also give some progression in mining tech within the game
Re: Hello!
Hello! I'm relatively new to Factorio, and just joined this forum. I got Factorio using a steam gift card I got for Christmas, and already have 200 hours logged. I'm close to launching my first rocket in my current playthrough, and am also interested in modding. I currently have one mini-mod "...
- Wed Feb 06, 2019 8:46 pm
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 39648
Re: Lategame mining options are lacking
Good point, Bluetemplar When I say late game for this topic I mean the gap between nuclear power that would be needed to fuel these massive mining machines and rocket launching that would be consuming there outputs. This could also help marathon players by giving them something to recycle there olde...
- Wed Feb 06, 2019 3:33 pm
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 39648
Re: Lategame mining options are lacking
This is great, but sounds like more an idea for an expansion pack, as currently anything involving rockets / satellites is not "lategame" stage, but "after-the-game-has-already-ended" stage... Hmm I feel like launching the rocket is the mid game. After that its all late game, fi...
- Wed Feb 06, 2019 4:55 am
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 39648
Re: Lategame mining options are lacking
I see mining as a solved problem. It is simple and just needs to be encapsulated for use in more complex systems. Any upgrades or "reskins" within a resource patch are irrelevant when you zoom out from the patch in the late game so I see no benefit of having such in Vanilla. If you think ...
- Tue Feb 05, 2019 5:46 pm
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 39648
Re: Lategame mining options are lacking
Containerization of everything like shipping containers that can be filled directly from a few miners and then sent down a conveyor belt and put on a train car without all the stack inserters would be cool. Or some kind of dump truck that treats ore as a fluid you can have dumped into a train car i...
- Tue Feb 05, 2019 8:35 am
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 39648
Re: Lategame mining options are lacking
Hmm what about a massive open stripmine concept. You have to survey for resource dense areas and setup a mining pit( would be a good source of landfill) and then mining machines ( I'm partial for bucket wheels) and it could give you multiple different ores on maybe multiple blue belts that need to b...