Search found 187 matches
- Sat Apr 07, 2018 1:08 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear power UPS optimizations
- Replies: 12
- Views: 4916
Re: Nuclear power UPS optimizations
That would be excellent. It would remove the water and steam pipes as UPS concerns. I believe the heat pipes can be ignored once they reach their steady state (or close enough to it) as long as that particular network doesn't change. At that point, the majority of the entities in the nuclear setup w...
- Fri Apr 06, 2018 12:23 am
- Forum: Ideas and Suggestions
- Topic: Nuclear power UPS optimizations
- Replies: 12
- Views: 4916
Re: Nuclear power UPS optimizations
That's my suspicion as well. Heat pipes, water pipes, and steam pipes add up to a lot of entities, each being updated each tick. The differences between ticks will be minimal after some amount of time, though, and things like the heat pipes can be treated as a single steady state after they converge.
- Thu Apr 05, 2018 3:04 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear power UPS optimizations
- Replies: 12
- Views: 4916
Re: Nuclear power UPS optimizations
I don't think it's necessary for the whole factory to reach an equilibrium. All that needs to happen in that case is to keep track of how much excess steam is available in the pipes and tanks. As long as it's positives, all of the turbines should be able to run at full power, and once it reaches 0, ...
- Thu Apr 05, 2018 1:35 am
- Forum: Ideas and Suggestions
- Topic: Nuclear power UPS optimizations
- Replies: 12
- Views: 4916
Nuclear power UPS optimizations
TL;DR Nuclear is valuable for medium sized bases, but useless for megabases as it kills UPS. Please optimize! A specific suggestion for doing this: there will be a lot of setups which eventually reach a steady state. For example, consider a setup which has water pumps, water pipes and tanks, turbine...
- Thu Apr 05, 2018 1:12 am
- Forum: Ideas and Suggestions
- Topic: Give alarms cooldowns
- Replies: 4
- Views: 1591
Re: Give alarms cooldowns
This suggestion would greatly improve the usability of alarms. Setting an alarm to let you know when an outpost runs out of a resource is extremely handy, but then having it blare at you for the next 10 minutes while you reallocate resources or build more smelters/assemblers is extremely annoying. A...
- Sun Mar 25, 2018 11:57 pm
- Forum: Gameplay Help
- Topic: Trains and the behemoth bugs
- Replies: 10
- Views: 4499
Re: Trains and the behemoth bugs
Occasionally replenishing construction bots and repair packs is significantly less annoying than rebuilding a train once it gets eaten. Anyway, if you add enough laser turrets with enough damage upgrades, the biters can't even get close enough to the walls to do any damage.
- Mon Mar 12, 2018 6:24 am
- Forum: Gameplay Help
- Topic: Which is better for UPS, a small bot network or belts?
- Replies: 2
- Views: 1196
Re: Which is better for UPS, a small bot network or belts?
Posts such as this one suggest bots are better, even over short distances:
https://steamcommunity.com/app/427520/d ... 684241269/
https://steamcommunity.com/app/427520/d ... 684241269/
- Mon Mar 12, 2018 5:47 am
- Forum: Gameplay Help
- Topic: Which is better for UPS, a small bot network or belts?
- Replies: 2
- Views: 1196
Which is better for UPS, a small bot network or belts?
In general, which is better for UPS in a large factory, a small bot network transporting goods or a system of belts doing the same work? For example, I have a remote plastic / fuel factory which uses belts to transport the plastic to chests for a train to pick up. I can rewrite it using bots pretty ...
- Mon Mar 12, 2018 4:24 am
- Forum: Gameplay Help
- Topic: Balanced unloading between train cars
- Replies: 3
- Views: 3348
Re: Balanced unloading between train cars
Certainly looks promising, the only issue is the spikes in bot usage when a train arrives. I worry it would make it infeasible in a small outpost. The other potential issue would be if you have delivery stations on opposite sides of a large base - now the bots might decide to bring an iron plate all...
- Sun Mar 11, 2018 5:20 am
- Forum: Gameplay Help
- Topic: Balanced unloading between train cars
- Replies: 3
- Views: 3348
Balanced unloading between train cars
I often find that if I unload goods into a bot network, the bots prefer provider chests in one direction or the other relative to the train. They will pick up all the goods from the provider chest closest to the front, for example, and the chests in the back fill up. The result is that trains get st...
- Tue Mar 06, 2018 6:32 pm
- Forum: Angels Mods
- Topic: Small, frequent patches of infinite ores
- Replies: 0
- Views: 727
Small, frequent patches of infinite ores
I added just the Angel's Infinite Ores to an existing map without RSO. I now get many small patches of infinite ores appearing in new territory I haven't explored in the past. Is there a way to reduce the frequency? I know I can just ignore any ore patches I don't want to use, but somehow that doesn...
- Tue Mar 06, 2018 6:20 pm
- Forum: Ideas and Suggestions
- Topic: Allow text highlighting in mod descriptions
- Replies: 0
- Views: 401
Allow text highlighting in mod descriptions
If you go to a mod description, there might be a homepage link, but it can't be highlighted, copied to the clipboard, or clicked to spawn a browser. It would be very convenient if you could do that, though.
- Sun Mar 04, 2018 3:32 pm
- Forum: Gameplay Help
- Topic: How to deal with 2headed trains being reversed?
- Replies: 3
- Views: 1236
Re: How to deal with 2headed trains being reversed?
The easiest is to make them symmetrical so this never happens. In the case of mixed goods, that may mean allowing for both (all?) goods at the endpoints of the train. For example, I have an outpost which imports red chips and exports blue bottles. I just put both types in the same wagon, using the s...
- Sun Mar 04, 2018 12:57 am
- Forum: Gameplay Help
- Topic: Help with current bottle neck, please!
- Replies: 7
- Views: 3357
Re: Help with current bottle neck, please!
Woah, really? So they burn more energy per second flying as they get faster?Gergely wrote:Researching logistic robot speed does not decrease the energy/distance ratio.
- Wed Feb 28, 2018 5:19 pm
- Forum: Ideas and Suggestions
- Topic: 0.16: Train cargo cars could have a color
- Replies: 2
- Views: 1120
0.16: Train cargo cars could have a color
Setting the train color on fluid and cargo wagons would be a nice addition. It would look cool, plus it would allow for more color coding than just the engines.
- Wed Feb 21, 2018 12:21 am
- Forum: Ideas and Suggestions
- Topic: Create module request when placing ghost over existing building
- Replies: 21
- Views: 5683
Re: Superimposing moduled blueprint onto unmoduled entities
Sounds like a good improvement. If you're stuck in the meantime not wanting to update tons of machines, this mod can help:
https://mods.factorio.com/mods/Choumiko/ModuleInserter
https://mods.factorio.com/mods/Choumiko/ModuleInserter
- Fri Feb 16, 2018 1:52 am
- Forum: Gameplay Help
- Topic: Finding train stop by name [0.16.23]
- Replies: 3
- Views: 1091
Re: Finding train stop by name [0.16.23]
Good thinking:
viewtopic.php?f=6&t=57860
Also related, going from train preview to main map:
viewtopic.php?f=6&t=57835
viewtopic.php?f=6&t=57860
Also related, going from train preview to main map:
viewtopic.php?f=6&t=57835
- Fri Feb 16, 2018 1:51 am
- Forum: Implemented Suggestions
- Topic: Search for train stops by name in the map / Map search for tags and train stops
- Replies: 28
- Views: 8487
Search for train stops by name in the map / Map search for tags and train stops
It would be super helpful if there were a search function on the main map (M command) for train stop names. For example, I could search for "Sir Otterlot" and it would focus on my home base in the same way it focuses on an alert when you click the alert. If there is more than one train sto...
- Thu Feb 15, 2018 8:50 am
- Forum: Implemented Suggestions
- Topic: [0.16.23] Locomotive Preview window to general map
- Replies: 2
- Views: 1144
Re: [0.16.23] Locomotive Preview window to general map
The magnifying glass is a search tool. It doesn't affect the current focus of the map. There is a clockwise circle arrow in the Locomotive Preview, but that just switches the small view. It doesn't actually change the wide view to the current train. If there's some other button or hotkey which focus...
- Thu Feb 15, 2018 5:04 am
- Forum: Implemented Suggestions
- Topic: [0.16.23] Locomotive Preview window to general map
- Replies: 2
- Views: 1144
[0.16.23] Locomotive Preview window to general map
A way to go from the Locomotive Preview window to the general map (the one you get by pressing M) would be great. As it is now, you can't effectively see everything you might want to about the train and its surroundings from the Preview window, and if you forget where you placed a train stop by name...