Search found 187 matches
- Tue Feb 13, 2018 11:48 pm
- Forum: Gameplay Help
- Topic: Finding train stop by name [0.16.23]
- Replies: 3
- Views: 1085
Finding train stop by name [0.16.23]
Is there a way to jump to a specific train stop by name on the world map? I've been appending what the stop is used for to the default name given by factorio, but that makes it hard to remember where, for example, Blu Copper Plates is. Would love to be able to search for that on the world map and th...
- Tue Feb 13, 2018 11:46 pm
- Forum: Gameplay Help
- Topic: Is it possible to go from train view to map view? [0.16.23]
- Replies: 1
- Views: 635
Is it possible to go from train view to map view? [0.16.23]
If you click on the trains menu in the upper right corner, you can then click on a train. It shows a small window of where the train currently is. Is it possible to go from that view to an actual map view?
If that isn't currently possible, it would be a very useful feature.
If that isn't currently possible, it would be a very useful feature.
- Sat Feb 10, 2018 10:01 pm
- Forum: Technical Help
- Topic: How do you figure out which entities are using UPS?
- Replies: 3
- Views: 1796
Re: How do you figure out which entities are using UPS?
Thanks, that would be very helpful! I'm currently traveling, but I should be able to upload it in a day or so. I'll ping you when I do.
- Sat Feb 10, 2018 4:01 pm
- Forum: Technical Help
- Topic: How do you figure out which entities are using UPS?
- Replies: 3
- Views: 1796
How do you figure out which entities are using UPS?
I'm starting to run into some UPS troubles: 50 UPS instead of 60, most of the time. I've been fighting this by picking up unused belts and exhausted miners when possible, but I don't even know if that helps. In the time usage, it seems 2.5ms is used for transport calculations and 14ms for entities, ...
- Sat Feb 03, 2018 8:11 am
- Forum: Gameplay Help
- Topic: Long distance shipping decisions
- Replies: 9
- Views: 2987
Re: Long distance shipping decisions
I agree that Zanthra's parking lot solution is the best. The best part about that solution is it is easily extensible. If I add more trains with the same resource I don't have an unlimited need for (something other than brick, probably) the parking lot can just be larger to accommodate the extra tra...
- Fri Feb 02, 2018 1:44 pm
- Forum: Gameplay Help
- Topic: Long distance shipping decisions
- Replies: 9
- Views: 2987
Re: Long distance shipping decisions
The home base, where the rockets are built, has used the following pattern for a long time. Trains from remote outposts dump all of their cargo into active provider chests, and the cargo then gets sent via bot into storage chests (no filters). The logistic system then routes those goods to where the...
- Fri Feb 02, 2018 12:29 pm
- Forum: Gameplay Help
- Topic: Long distance shipping decisions
- Replies: 9
- Views: 2987
Long distance shipping decisions
After my most recent stone outpost ran out, the next desirable stone location was train distance rather than easy belt distance. I duly set up some miners and furnaces and started shipping everything produced. Now I have dozens of supply chests full of brick I'll never use (*). How to best limit the...
- Fri Feb 02, 2018 2:43 am
- Forum: Releases
- Topic: Version 0.16.21
- Replies: 19
- Views: 15482
Re: Version 0.16.21
Woo! No more situations where my rockets completely stop because my only rocket control assemblers are requesting from buffers and get starved for blue chips. Thanks!Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.
- Tue Jan 16, 2018 4:46 pm
- Forum: Gameplay Help
- Topic: [0.16.16] How to specify a specific instance of a train stop
- Replies: 5
- Views: 1798
Re: [0.16.16] How to specify a specific instance of a train stop
That feature sounds amazing. Do you mean the next large release or the next small release?
- Mon Jan 15, 2018 5:21 pm
- Forum: Gameplay Help
- Topic: [0.16.16] How to specify a specific instance of a train stop
- Replies: 5
- Views: 1798
[0.16.16] How to specify a specific instance of a train stop
I have multiple artillery outposts, unimaginatively named "Remote Artillery". They all have the same name so they all get shipments from the same artillery depot. One of them needs repair, and I would love to do that by hopping in a train and going to the train stop in question, but I don'...
- Mon Jan 15, 2018 4:18 am
- Forum: Gameplay Help
- Topic: Buffer chests supplying requester chests
- Replies: 8
- Views: 1989
Re: Buffer chests supplying requester chests
I will gladly share a save file demonstrating this behavior if it helps.
- Sun Jan 14, 2018 11:43 pm
- Forum: Gameplay Help
- Topic: Buffer chests supplying requester chests
- Replies: 8
- Views: 1989
Re: Buffer chests supplying requester chests
I am. Sorry, should have made that more clear.
Is the expected behavior that the requester chests will be at the same priority regardless of whether or not "buffer chest" is marked?
Is the expected behavior that the requester chests will be at the same priority regardless of whether or not "buffer chest" is marked?
- Sun Jan 14, 2018 10:08 pm
- Forum: Not a bug
- Topic: [0.16.16] Setting raw fish on fire does not cook it
- Replies: 1
- Views: 842
[0.16.16] Setting raw fish on fire does not cook it
If you pick up a fish and put it on the ground, then set it on fire such as with a flamethrower, it remains "Raw Fish" after it finishes burning.
This is true even if you drop a nuke on it.
This is true even if you drop a nuke on it.
- Sun Jan 14, 2018 10:03 pm
- Forum: Gameplay Help
- Topic: Buffer chests supplying requester chests
- Replies: 8
- Views: 1989
Buffer chests supplying requester chests
If a requester chest has "Request from buffer chests" marked, does that make it lower priority for delivery from passive provider chests than other requester chests? I had requester chests feeding assemblers for Rocket Control set to request from buffer chests, and when the system temporar...
- Wed Jan 10, 2018 6:07 pm
- Forum: Balancing
- Topic: Infinite bullet upgrades should be faster
- Replies: 7
- Views: 3039
Re: Infinite bullet upgrades should be faster
Understandable. My biggest issue is that aside from mining, all of the tracks have this cap, so eventually every practical upgrade has been researched and there is nothing left to do in a big base other than continue to fuel it. It feels more rewarding to have something to work towards.
- Wed Jan 10, 2018 6:03 pm
- Forum: Duplicates
- Topic: [0.16.15] Inserter ignores circuits in certain situations
- Replies: 4
- Views: 1234
Re: [0.16.15] Inserter ignores circuits in certain situations
Interesting that they tried to fix this and the fix was worse than the original problem. Thanks!
In my case, I've been using one car for incoming goods and another for outgoing, so the easiest solution is to lock the slots and forget about the circuits.
In my case, I've been using one car for incoming goods and another for outgoing, so the easiest solution is to lock the slots and forget about the circuits.
- Wed Jan 10, 2018 8:14 am
- Forum: Duplicates
- Topic: [0.16.15] Inserter ignores circuits in certain situations
- Replies: 4
- Views: 1234
[0.16.15] Inserter ignores circuits in certain situations
I am unloading several trains at a large train station. One specific train needs an intermediate product in order to do its own manufacturing, so I set the circuit network to allow inserting of red chips if and only if that particular train is there. What ends up happening when the cargo wagon for r...
- Mon Jan 08, 2018 9:29 pm
- Forum: Balancing
- Topic: Infinite bullet upgrades should be faster
- Replies: 7
- Views: 3039
Re: Infinite bullet upgrades should be faster
Well, I'm not saying it should happen after 15 upgrades. I just think the current asymptotic rate of growth is too slow. It stops being rewarding pretty quickly. If I play the game 32x as long as I've already played - call it 10x if I triple the rate of my science - then my bullets will be 35% more ...
- Mon Jan 08, 2018 6:57 pm
- Forum: Balancing
- Topic: Infinite bullet upgrades should be faster
- Replies: 7
- Views: 3039
Re: Infinite bullet upgrades should be faster
To add some concrete numbers: after 15 bullet upgrades, one uranium bullet does 139.2 damage. Reaching 3000 damage, the health of a Behemoth biter, would take 298 more upgrades. This is roughly one google (the number, not the search engine) science packs of research.
- Mon Jan 08, 2018 6:36 pm
- Forum: Ideas and Suggestions
- Topic: Nukes could have mushroom clouds
- Replies: 1
- Views: 590
Nukes could have mushroom clouds
When I nuke a biter base, I want to know that my hard earned blue chips and U-235 were worth it. I want monitor-shaking rumbling and a towering mushroom cloud that makes it clear anyone in that circle is having a really bad day.