Search found 207 matches
- Fri Sep 02, 2022 3:58 pm
- Forum: Gameplay Help
- Topic: Why do my robots seem to travel as far away as possible to work?
- Replies: 9
- Views: 661
Re: Why do my robots seem to travel as far away as possible to work?
The thing you really need to be learning from this is that large bot networks are generally not good. They can be done but you're going to run into these sorts of problems. You will do well to divide your network into smaller sub-networks and move things between them with belts and/or trains.
- Fri Sep 02, 2022 3:44 pm
- Forum: Gameplay Help
- Topic: Don't understand why the Decider combinator works the way it does
- Replies: 9
- Views: 939
Re: Don't understand why the Decider combinator works the way it does
"Only 2 combinators required: one arithmetic and one decider." You forgot the constant combinator. Also... You don't need the decider and *possibly* don't need the arithmetic either. In any case, from your description, you don't need the arithmetic combinator you *think* you need. Let's sa...
- Fri Sep 02, 2022 3:28 pm
- Forum: General discussion
- Topic: Factorio World Championship
- Replies: 2
- Views: 462
Re: Factorio World Championship
You know what could be pretty cool? 2 opposing teams (both solo and team variants) with klonan's MIRV mod. First team to nuke the crap out of the other team's base wins!
- Fri Sep 02, 2022 5:22 am
- Forum: Gameplay Help
- Topic: Don't understand why the Decider combinator works the way it does
- Replies: 9
- Views: 939
Re: Don't understand why the Decider combinator works the way it does
That works but I'm just going to put this warning out there for newbies - Be *really* careful with doing that. It really does hinge on having a single input. Things like this can be hard for the inexperienced to suss out when, not if, you make a mistake. More explicit forms are easier to debug. I'm ...
- Wed Aug 31, 2022 11:22 am
- Forum: Gameplay Help
- Topic: Don't understand why the Decider combinator works the way it does
- Replies: 9
- Views: 939
Re: Don't understand why the Decider combinator works the way it does
Mucker has it generally right. Thing is that the quote below is kind of a tall order. Can someone give a example of how this way is better than what you would intutively think it would do? I can give a clear simple example of this being used, sure, and I will below. Trying to illustrate the fine poi...
- Wed Aug 31, 2022 7:56 am
- Forum: Gameplay Help
- Topic: HELP get rid of red boxes surrounding everything
- Replies: 8
- Views: 1544
Re: HELP get rid of red boxes surrounding everything
I can see how that's definitely obnoxious but it's actually kind of cool too. Looks kinda like an 80s sci-fi interface mockup or something.
- Wed Aug 31, 2022 7:51 am
- Forum: Gameplay Help
- Topic: Circuit Network Train ID #
- Replies: 5
- Views: 397
Re: Circuit Network Train ID #
Great to know buddy
.

- Wed Aug 31, 2022 7:31 am
- Forum: Gameplay Help
- Topic: Circuit Network Train ID #
- Replies: 5
- Views: 397
Re: Circuit Network Train ID #
Well see - you contradicted yourself there and, in the process you told me something interesting I didn't know and accidentally answered the actual question. You said that "It doesn’t have any relation or pattern to it. " then you went on to describe how it's sequential. That's definitely ...
- Wed Aug 31, 2022 1:37 am
- Forum: Gameplay Help
- Topic: Circuit Network Train ID #
- Replies: 5
- Views: 397
Circuit Network Train ID #
So just a quick question - When you read the train ID # from a train stop via the circuit network, is this value guaranteed to be non-zero? I have been working under the assumption that it is without problems, but come to think of it, I honestly have no idea how the game decides a train's ID number....
- Tue Jun 22, 2021 1:43 am
- Forum: Off topic
- Topic: Copyright?? Devs maybe should look into this
- Replies: 7
- Views: 4433
Re: Copyright?? Devs maybe should look into this
Well, if it can be shown that the thing is designed to slam into every rock, tree, and power pole that it comes across, that would be some pretty good evidence.
- Wed Feb 17, 2021 4:16 am
- Forum: Releases
- Topic: Version 1.1.24
- Replies: 3
- Views: 9387
Re: Version 1.1.24
I'm still on 1.1.21 and can confirm that this isn't the case there. I don't see it mentioned in the change logs for 1.1.22 - 1.1.24. Minor change but nice. When I saw that 1.1.22 was causing people to crash, I thought I would wait for the all clear. Are people doing ok with this update? I'm guessing...
- Sat Oct 31, 2020 8:05 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 59305
- Sat Oct 31, 2020 6:39 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 59305
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!Once we have this logic in place, making blueprints preserve the wire connections could be implemented almost for free, so the game now supports it.
- Mon Sep 14, 2020 3:43 am
- Forum: General discussion
- Topic: [POLL] Left- or Right- hand rails and roads?
- Replies: 24
- Views: 5331
Re: [POLL] Left- or Right- hand rails and roads?
I like the signals inside the tracks. It looks neater and allows me to - when necessary - place things (mostly tracks but sometimes belts if things get tight) where there would otherwise be signals. I have no idea why you consider this "wrong." At best (worst?) it's "different."...
- Wed Sep 09, 2020 8:28 am
- Forum: General discussion
- Topic: [POLL] Left- or Right- hand rails and roads?
- Replies: 24
- Views: 5331
Re: [POLL] Left- or Right- hand rails and roads?
Personally I drive on the right where I live, but train on the left. I'm curious as to why that is. Genuinely makes no sense to me. I drive on the right. Factorio's signals are right handed. Therefore, the trains *almost always* go on the right. I understand the people that are just very used to le...
- Thu Aug 20, 2020 1:42 am
- Forum: General discussion
- Topic: Six legs good, Eight legs bad!
- Replies: 44
- Views: 7539
Re: Six legs good, Eight legs bad!
Do brains really count legs? The brain can count up to 6 without counting (usually). So, 8 is something more that can be background calculated. Wild guess: the brain freaks out because it only sees "too many". I have also heard of people who show strong reactions to centipedes and millipe...
- Thu Aug 20, 2020 1:36 am
- Forum: General discussion
- Topic: Six legs good, Eight legs bad!
- Replies: 44
- Views: 7539
Re: Six legs good, Eight legs bad!
This thread asks the wrong question. The thing we really need to know is - Is there an easy way to *INCREASE* the number of legs?
We need Decatrons, Centitrons, Militrons, Infinitrons, and the ultimate tron - The Infini+1tron!
We need Decatrons, Centitrons, Militrons, Infinitrons, and the ultimate tron - The Infini+1tron!
- Fri Aug 14, 2020 8:30 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 209
- Views: 76207
Re: Friday Facts #360 - 1.0 is here!
Congratz on your first factorio launch!
The next step is to scale it up to 1 factorio launch/minute.
The next step is to scale it up to 1 factorio launch/minute.

- Fri Jun 19, 2020 8:53 am
- Forum: Releases
- Topic: Version 0.18.32
- Replies: 36
- Views: 20151
Re: Version 0.18.32
It not being 0.5 is because the circuit network operates on integers...but they could've made it round up instead of down. I don't know what the rationale for doing it this way was. You're mistaken in saying that circuits round down. As an experiment, divide -7 by 3. Since the game truncates, the g...
- Wed Jun 17, 2020 4:35 pm
- Forum: General discussion
- Topic: An AI for Factorio?!
- Replies: 24
- Views: 13134
Re: An AI for Factorio?!
A full playerlike AI is of no use for factorio at all. Agreed, this is my opinion, too, but I'm not sure if that is seen by all like so. I definitely disagree. The functional use of an AI is exactly the same as the functional use of a 5,000 spm base or that working Tic-Tac-Toe game I saw over on re...