Search found 466 matches
- Thu Nov 11, 2021 6:56 am
- Forum: Gameplay Help
- Topic: First time using circuit network: making a "master" power switch
- Replies: 12
- Views: 5235
Re: First time using circuit network: making a "master" power switch
Since you can toggle a switch remotely and you are used to that, you could use (non constant) combinators that require power behind such a switch, to add a signal to the green wire.
- Sat Oct 30, 2021 3:59 pm
- Forum: Questions, reviews and ratings
- Topic: Why does backfill disappear?
- Replies: 4
- Views: 1683
Re: Why does backfill disappear?
Since there are pY buildings in the picture, I'm guessing it's the tar pit or whatever it's called.
AFAIK that only happens if it's over filled?
Try pY forums and how to deal with that
AFAIK that only happens if it's over filled?
Try pY forums and how to deal with that
- Sun Oct 24, 2021 11:17 am
- Forum: Logistic Train Network
- Topic: Pre-Loaded trains
- Replies: 8
- Views: 3665
Re: Pre-Loaded trains
this seems to be against everything that LTN was designed for. good job. Quite the opposite IMHO. Clever use of gameplay features added. It's one step further from using network IDs and dedicated (empty train) depots. But In the long run it shouldn't really matter the time it takes to fulfill an or...
- Sun Oct 24, 2021 11:07 am
- Forum: Questions, reviews and ratings
- Topic: What mods to play?
- Replies: 5
- Views: 3112
Re: What mods to play?
I think vanilla and Angels alone also is quite straight forward, mostly efficiency updates for raw resources through upgrading crushed ores etc.. Should be less complex than bob alone, which adds quite some resources, which (when combined) Angel then makes more complex by make you go through 4+2 dif...
- Sun Sep 19, 2021 6:55 am
- Forum: Balancing
- Topic: I think assembling machines need some balance changes
- Replies: 35
- Views: 14153
Re: I think assembling machines need some balance changes
If we are comparing handcrafting with machine speeds, can we please consider getting rid of handcrafting altogether, at least for the sake of talking about what's possible? Factorio is about automating, the only reason to craft anything by hand seems to be that you will be a faster in the early game...
- Sun Sep 19, 2021 6:00 am
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 83436
Re: All the different ways to automate a nuclear power plant
aka fuel control vs NO fuel control I don't think the latter is exclusively about UPS. I always found this topic quite interesting, but in the end, I'm always going for the "why bother approach" Unless you have a very complicated chain of production (aka non vanilla nuclear fuel) IMHO it'...
- Wed Sep 08, 2021 3:09 pm
- Forum: Gameplay Help
- Topic: Inserter is "waiting for train", while train is standing at the station shouting "destination full"
- Replies: 21
- Views: 7378
- Wed Sep 08, 2021 5:11 am
- Forum: Modding help
- Topic: Why does refreshing a blueprint get the bulk rail loaders wrong?
- Replies: 5
- Views: 1471
Re: Why does refreshing a blueprint get the bulk rail loaders wrong?
I remember getting rid of bulk loaders in my long gone AB+LTN game, because it did not behave well with red/green wires. Placing my station BP with all wires connected as I needed was kind of a lottery and I couldn't find the cause. I might even have asked in the mod thread there, but I can't find i...
- Tue Sep 07, 2021 8:01 am
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 109
- Views: 38123
Re: [1.1] Nullius: A Factorio prequel
I've now gone the wind route, about 60 of them, only having some steam buffers from surge electrolysing water. I'm running a very minimal setup, only 2 labs, reading/learning how to produce the next item. I'm almost through electrical science that way and I'm way too fast! Too much to do I've unlock...
- Sat Sep 04, 2021 10:00 am
- Forum: Gameplay Help
- Topic: Inserter is "waiting for train", while train is standing at the station shouting "destination full"
- Replies: 21
- Views: 7378
Re: Inserter is "waiting for train", while train is standing at the station shouting "destination full"
Oh wow, I didn't even notice that the Train Stop now has an option for this. I always play with LTN where you set that differently. You mean the mod settings themselfs? Because, iirc, the LTN scheduler does that automatically by adding the 2 sec inactivity to the depot station, where typically you ...
- Sat Sep 04, 2021 6:30 am
- Forum: Gameplay Help
- Topic: Inserter is "waiting for train", while train is standing at the station shouting "destination full"
- Replies: 21
- Views: 7378
Re: Inserter is "waiting for train", while train is standing at the station shouting "destination full"
Oh wow, I didn't even notice that the Train Stop now has an option for this. I always play with LTN where you set that differently. You mean the mod settings themselfs? Because, iirc, the LTN scheduler does that automatically by adding the 2 sec inactivity to the depot station, where typically you ...
- Thu Sep 02, 2021 5:41 am
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 68
- Views: 22837
Re: New API Docs website
Not that I'd ever need it, but I had a look because of the news and the scrolling lag is as horrible as on the main page.
Things like these shouldn't be prettyfied
Knowing the team for a few years now and considering what's been said above, I'd say it's best to rethink the whole thing
Things like these shouldn't be prettyfied
Knowing the team for a few years now and considering what's been said above, I'd say it's best to rethink the whole thing
- Sun Aug 29, 2021 10:26 am
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 109
- Views: 38123
Re: [1.1] Nullius: A Factorio prequel
That's what I like most about this mod.
You have answers that make sense.
You have answers that make sense.
- Sun Aug 29, 2021 7:08 am
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 109
- Views: 38123
Re: [1.1] Nullius: A Factorio prequel
While I'm not in the "wtf, why use plastic for everything, it's hard to mass produce" corner, I recently unlocked trains, and I'm wondering why rails use the same amount of plastic and steel? All the other stuff I'm very ok with, I had no trouble automating everything up to electrical engi...
- Thu Aug 26, 2021 4:32 am
- Forum: Logistic Train Network
- Topic: Depots for specific resources
- Replies: 10
- Views: 4200
Re: Depots for specific resources
Was only pointing out what can happen with multiple depots on the same ID
Another solution could be having multiple length trains+depots. LCCCC for ores and whatever fits the rest.
In my Ab game I had LCCCC for ores and LCC for the rest, using the train length signals at the stations
Another solution could be having multiple length trains+depots. LCCCC for ores and whatever fits the rest.
In my Ab game I had LCCCC for ores and LCC for the rest, using the train length signals at the stations
- Wed Aug 25, 2021 3:06 pm
- Forum: Logistic Train Network
- Topic: Depots for specific resources
- Replies: 10
- Views: 4200
Re: Depots for specific resources
Or just name the depot stops differently. The train will always return to a depot with the same name. So name a depot near your coal mine "Depot Coal" and send a train there and it will always return to it. As long as there are idle trains at "oreX depot", this will work as inte...
- Mon Aug 23, 2021 5:21 am
- Forum: Logistic Train Network
- Topic: Dispatching from disconnected train network
- Replies: 5
- Views: 2037
Re: Dispatching from disconnected train network
Not saying its not possible, but I don't think you'll get path information before a train has its schedule set.
That might be something only boskid could answer.
500 seems alot, but I'd still rather change all of them with a blueprint than to mess with any code of either trains or LTN
That might be something only boskid could answer.
500 seems alot, but I'd still rather change all of them with a blueprint than to mess with any code of either trains or LTN
- Sun Aug 22, 2021 5:39 am
- Forum: Logistic Train Network
- Topic: Dispatching from disconnected train network
- Replies: 5
- Views: 2037
Re: Dispatching from disconnected train network
See here for network ID If you never need separate IDs again and you don't understand binary, you can use ID 1 and 2, ID3 if you ever need to combine some stations again. For further instructions, click the link. You can stop the mod dispatching new trains at runtime in the mod settings Set network ...
- Fri Aug 20, 2021 8:36 am
- Forum: Modding discussion
- Topic: Would a recipe input of either/or ever work?
- Replies: 7
- Views: 2675
Re: Would a recipe input of either/or ever work?
[So basicly it would be restricted to a furnace type. I guess the easier way would be with unlocking various different % recipes in AMs Thinking mostly of a theme with recycling, quality control and waste products going back to the start of the chain. The idea is that punching gears out of metal pla...
- Thu Aug 19, 2021 2:26 pm
- Forum: Modding discussion
- Topic: Would a recipe input of either/or ever work?
- Replies: 7
- Views: 2675
Re: Would a recipe input of either/or ever work?
Thanks for that answer. However, I should habe been more clear about what I mean, or at least shouldn't have used angels as an example. I don't actually want it to be ores only, in fact I didn't even think ores. I would want actual items, crafted in assembling machines. Meanwhile i thought about it ...