Search found 365 matches

by JimBarracus
Fri Jul 09, 2021 10:11 am
Forum: Gameplay Help
Topic: railroad best practices: about long latencies and waiting areas.
Replies: 14
Views: 4470

Re: railroad best practices: about long latencies and waiting areas.

And i would also use the train limit at each ore patch , to make sure not too many trains goes to the same ore patch from the waiting area. ( closer ore patch you set limit to 1 or 2, and further ore patch that requires more trains due to distance , set the limit to 4-5 , very very far or very smal...
by JimBarracus
Wed Jul 07, 2021 10:33 am
Forum: Outdated/Not implemented
Topic: Train Pathing Improvement (Re: chain signals & parked obstructing trains)
Replies: 9
Views: 2756

Re: Train Pathing Improvement (Re: chain signals & parked obstructing trains)

Is this a test setup or do you actually use it?

Clear case of really bad design.

Simply add a dedicated exit to the roundabouts.
No need for some weird pathfinding boogaloo.
by JimBarracus
Wed Jul 07, 2021 5:54 am
Forum: Gameplay Help
Topic: railroad best practices: about long latencies and waiting areas.
Replies: 14
Views: 4470

Re: railroad best practices: about long latencies and waiting areas.

quite simple: add a train limit to the unloading station. Set it to 4, one train will be at the station and up to 3 will be in the stacker. If there are more trains that are ready to go to the unloader they will wait at the ore field and not depart before there are less than 4 trains going to the un...
by JimBarracus
Wed Jul 07, 2021 5:46 am
Forum: Gameplay Help
Topic: Trying to figure out Train Signals
Replies: 8
Views: 2511

Re: Trying to figure out Train Signals

I hope this helps you.
Make sure that the signals on both sides of the track are lined up.
by JimBarracus
Fri Jun 25, 2021 7:06 am
Forum: General discussion
Topic: Hardcore Vanilla
Replies: 5
Views: 2480

Re: Hardcore Vanilla

Hello, I am a vanilla player. I actually prefer death world, because biters are way to easy to kill and on default settings the groups are way too small. Trainworld has no biter expansion and the ore fields are larger/ further apart. Later on its just clearing land and expanding the grid. With biter...
by JimBarracus
Fri May 28, 2021 10:23 am
Forum: General discussion
Topic: Can there ever be a full 3D rendered Factorio?
Replies: 14
Views: 9739

Re: Can there ever be a full 3D rendered Factorio?

Construction in 2D, with 3D only for some joyride? what comes to my mind is mashinky. Basically a train simulator, where you can jump on a train and take a ride in a detailed 3d model with several fixed camera positions. This combinated with a cinematic mode like back in the day in driver1. But I t...
by JimBarracus
Mon May 10, 2021 7:27 am
Forum: General discussion
Topic: Belt un-balancers
Replies: 5
Views: 2524

Re: Belt un-balancers

My ore fields usually are built to be "placed and forgotten" I remove them once they dried up completly. I usually place a speed module in the miners with the highest expected resources to even it out a little. But usually its not worth to deal with this kind of micromanagment. You can lea...
by JimBarracus
Mon Apr 19, 2021 11:07 am
Forum: Gameplay Help
Topic: Splitter "input priority" does nothing?
Replies: 12
Views: 3634

Re: Splitter "input priority" does nothing?

I think this is what you are looking for.

You can add more input lanes but it will give you a balanced output.
The input lanes are used equally.
by JimBarracus
Thu Apr 15, 2021 4:35 am
Forum: Gameplay Help
Topic: Do you do integrated production? And how much of it?
Replies: 11
Views: 3234

Re: Do you do integrated production? And how much of it?

I guess there is no ultimate answer to this. Sometimes its handier to smelt at the mining outpost and sometimes its easier to smelt at each production site. There are many things that can affect it like available space in the early stage or things like resource patch layout. One time I had built a m...
by JimBarracus
Thu Apr 01, 2021 8:47 am
Forum: Outdated/Not implemented
Topic: show all walls on the mini map
Replies: 2
Views: 1159

Re: show all walls on the mini map

Sorry my bad.

It works the way I suggested it.
by JimBarracus
Thu Apr 01, 2021 7:29 am
Forum: Outdated/Not implemented
Topic: show all walls on the mini map
Replies: 2
Views: 1159

show all walls on the mini map

TL;DR Show every piece of wall on the mini map show all walls on the mini map I noticed that only every second tile of walls is displayed on the mini map. I would prefer if the algorythm for showing entities on the mini map would be more sensitive. Now every second row is skipped and if a single wa...
by JimBarracus
Mon Mar 29, 2021 5:52 am
Forum: Gameplay Help
Topic: Thank you.
Replies: 6
Views: 1947

Re: Thank you.

I would replace this messy intersection with a roundabout.
by JimBarracus
Fri Mar 26, 2021 9:58 am
Forum: Gameplay Help
Topic: question regarding biter expansion
Replies: 2
Views: 1193

Re: question regarding biter expansion

deactivating biter expansion means, that no new biter nests are created. They spawn once uppon chunk creation. Normally a group of biters is sent out from time to time from existing nests. They find a new spot, some biters sacrifice themselves and create spawners or worms at this new location. Once ...
by JimBarracus
Tue Mar 23, 2021 1:30 pm
Forum: Gameplay Help
Topic: organizing bots.
Replies: 4
Views: 1442

Re: organizing bots.

it can get messy if you are at the construction site.
Some of your personal bots get a task, but you dont have the materials with you.

But because the task is taken a network construction bot cant take this task.
by JimBarracus
Mon Mar 22, 2021 1:06 pm
Forum: Gameplay Help
Topic: railroad best practices
Replies: 11
Views: 7155

Re: railroad best practices

I have not intentions of using my trains as weapons. If any biters ever get close to one of my trains, something has already gone very, very wrong. Do you wall everything in? I stopped doing that since artillery was available. Biters can easily be kept away from rails, when the artillery range is s...
by JimBarracus
Wed Mar 17, 2021 6:48 am
Forum: Gameplay Help
Topic: Intriguing red dot
Replies: 11
Views: 3487

Re: Intriguing red dot

Redpossum wrote:
Tue Mar 16, 2021 3:12 pm
Whatever it is, if it's red, it's not your friend.
approved by liberty prime

It could also be a biter moving to a gathering point for the next attack wave
by JimBarracus
Fri Mar 12, 2021 6:13 am
Forum: Gameplay Help
Topic: Biter-ness (Basics questions)
Replies: 7
Views: 3035

Re: Biter-ness (Basics questions)

Literally, biters are generated from thin (polluted) air, right? As each as a cost in pollution. But they are also definitively generated without pollution, so how it works, this generation over time? "If a chunk's pollution is greater than 20, each enemy spawner absorbs 20 + 0.01 * [chunk's p...
by JimBarracus
Wed Mar 03, 2021 12:41 pm
Forum: General discussion
Topic: Factorio confessions
Replies: 34
Views: 10306

Re: Factorio confessions

Switching to atomic bombs during close combat

loading nukes in a spidertron with auto fire one
by JimBarracus
Fri Feb 26, 2021 11:25 am
Forum: Gameplay Help
Topic: When can I (safely) start with nuclear power?
Replies: 29
Views: 10394

Re: When can I (safely) start with nuclear power?

gGeorg wrote:
Fri Feb 26, 2021 10:30 am
Flickering lights is most probably reason of missing SR latch on the power plant connection.
I mean the flickering when the lasers start to fight off biters.
Every accumulator can provide 300kW and I have thousands of them.
Lasers need a lot of power, but only for a very short time.

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