Search found 187 matches

by AngledLuffa
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...
by AngledLuffa
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.
by AngledLuffa
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, ...
by AngledLuffa
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...
by AngledLuffa
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...
by AngledLuffa
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.
by AngledLuffa
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/
by AngledLuffa
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 ...
by AngledLuffa
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...
by AngledLuffa
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...
by AngledLuffa
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...
by AngledLuffa
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.
by AngledLuffa
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...
by AngledLuffa
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!

Gergely wrote:Researching logistic robot speed does not decrease the energy/distance ratio.
Woah, really? So they burn more energy per second flying as they get faster?
by AngledLuffa
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.
by AngledLuffa
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
by AngledLuffa
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
by AngledLuffa
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...
by AngledLuffa
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...
by AngledLuffa
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...

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