Search found 187 matches

by AngledLuffa
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...
by AngledLuffa
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.
by AngledLuffa
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.
by AngledLuffa
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, ...
by AngledLuffa
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...
by AngledLuffa
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...
by AngledLuffa
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...
by AngledLuffa
Fri Feb 02, 2018 2:43 am
Forum: Releases
Topic: Version 0.16.21
Replies: 19
Views: 15482

Re: Version 0.16.21

Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.
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!
by AngledLuffa
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?
by AngledLuffa
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'...
by AngledLuffa
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.
by AngledLuffa
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?
by AngledLuffa
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.
by AngledLuffa
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...
by AngledLuffa
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.
by AngledLuffa
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.
by AngledLuffa
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...
by AngledLuffa
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 ...
by AngledLuffa
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.
by AngledLuffa
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.

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