Search found 389 matches

by Amarula
Sun Sep 12, 2021 3:34 pm
Forum: Gameplay Help
Topic: Confused over ore-to-plates ratio
Replies: 6
Views: 225

Re: Confused over ore-to-plates ratio

Your numbers for express belts and furnaces look right. You can verify your design using /editor mode, placing infinity chests to load the belts with ore and remove/store the output plates. The other element that you haven't described are the mining drills producing the ore. Electric drills produce ...
by Amarula
Mon Sep 06, 2021 2:20 pm
Forum: Technical Help
Topic: [1.1.39] Can't update mods
Replies: 2
Views: 186

Re: [1.1.39] Can't update mods

May be related to this? viewtopic.php?f=49&t=99801
by Amarula
Mon Sep 06, 2021 2:05 pm
Forum: General discussion
Topic: Modding & Game Terminology & Dictionary Consensus. GLOSSARY
Replies: 5
Views: 324

Re: Terminology & Dictionary Consensus.

These seem to be suggestions for the https://wiki.factorio.com/Glossary which does have entries for entities and outposts. I'm not sure if there is a need to define some of the fairly self-explanatory phases like the solar phase. It might be helpful for newcomers to see what is meant by bootstrap or...
by Amarula
Wed Aug 25, 2021 1:18 pm
Forum: General discussion
Topic: Welcome to vinzenz
Replies: 9
Views: 876

Re: Welcome to vinzenz

Welcome!
by Amarula
Wed Aug 11, 2021 6:33 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: The Octo Wave
Replies: 0
Views: 239

The Octo Wave

A few weeks ago, I was dreaming about Factorio (don't we all?), and I dreamt I had a rail system running like a wave undulating under and over round city blocks. Of course you can't have an actual round city block big enough to do anything, the closest you can come is an octagon. So I sat down and s...
by Amarula
Mon Aug 02, 2021 2:38 pm
Forum: Ideas and Suggestions
Topic: Oil refinery should only show the pipes used in the chosen recipe
Replies: 8
Views: 468

Re: Oil refinery should only show the pipes used in the chosen recipe

I think it is more useful to show all the pipes, so new players can see where there are inlets to avoid, in order to allow the possibility of switching recipes in the future, without having to remove and replace all the piping.
by Amarula
Sat Jul 24, 2021 2:03 pm
Forum: General discussion
Topic: Alt-F4 #43 - The DyWorld Saga
Replies: 8
Views: 777

Re: Alt-F4 #43 - The DyWorld Saga

ssilk wrote:
Sat Jul 24, 2021 4:15 am
So I found some articles,
Thank you so much for taking the time to do this research, really the support we get here on the forums is amazing!
by Amarula
Sat Jul 24, 2021 2:00 pm
Forum: Ideas and Suggestions
Topic: Coloured Outline for Spidertron on Map
Replies: 3
Views: 238

Re: Coloured Outline for Spidertron on Map

+1 I click the wrong remote quite frequently, come back a minute later why isn't spidey here yet, oh rats, instead of grabbing the remote for the spider that was right there, I clicked one on the other side of the map who is now stuck trying to cross a lake... For multiplayer, I would prefer spiders...
by Amarula
Mon Jul 12, 2021 2:41 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1476
Views: 237243

Re: Simple Questions and Short Answers

KAA wrote:
Mon Jul 12, 2021 11:38 am
2) Is there any options (I assume, savegame file editing) to adjust biters / nests parameters on an existing map?
Take a look at the console commands, you can remove pollution/biters/nests, go to peaceful mode, lots of options... https://wiki.factorio.com/Console#Enemy ... on_scripts
by Amarula
Sat Jul 10, 2021 12:53 pm
Forum: Frequently Suggested / Link Collections
Topic: Assign Trains to Schedules (Train Routes)
Replies: 73
Views: 11131

Re: Mass editing Train Schedules

Having a schedule separate from the train running it would be great... but is a pretty big change. At least with the new train GUI you can see that these 49 trains have the updated schedule, and this last one still has the old... Hmm thinking about that, wouldn't it be great if you could fix one tra...
by Amarula
Sat Jul 03, 2021 2:11 pm
Forum: Gameplay Help
Topic: railroad best practices: about long latencies and waiting areas.
Replies: 14
Views: 976

Re: railroad best practices: about long latencies and waiting areas.

But I still have to apply that schedule to every single train, and make sure that i don't miss one. I don't quite understand... you are setting up a new mine, so every train for that mine needs a schedule that sends it there, and if you miss one it doesn't work... It is true that if you replace a m...
by Amarula
Sat Jul 03, 2021 1:20 pm
Forum: Gameplay Help
Topic: railroad best practices: about long latencies and waiting areas.
Replies: 14
Views: 976

Re: railroad best practices: about long latencies and waiting areas.

What if you turn the depleted mining stations into intermediate parking stackers? This allows you to add enough extra trains to keep the destination busy, but instead of making parking space at the destination, it is replacing space that you no longer need for the mines. It doesn't require you to kn...
by Amarula
Fri Jul 02, 2021 1:05 pm
Forum: Gameplay Help
Topic: Personel train transport?
Replies: 21
Views: 1142

Re: Personel train transport?

Oh I feel your pain! https://forums.factorio.com/viewtopic.php?f=18&t=72029&hilit=personal My personal transport has a schedule with a few key stops, like kovarex fuel production for my reactors. The first stop in the list is called 'Come to Mama' and most of the time there is no such statio...
by Amarula
Sun Jun 20, 2021 1:36 pm
Forum: Ideas and Suggestions
Topic: Move train status indication from floating text to locomotives
Replies: 5
Views: 306

Re: Move train status indication from floating text to locomotives

I use station limits everywhere, and I expect many of my resource trains to be waiting for room to deliver. It is nice to see at a glance that the train is waiting for room at the destination; I have to agree that it is more a status than an unexpected condition, like no path or out of fuel, that I ...
by Amarula
Fri Jun 18, 2021 2:00 pm
Forum: News
Topic: Friday Facts #366 - The only way to go fast, is to go well!
Replies: 80
Views: 22672

Re: Friday Facts #366 - The only way to go fast, is to go well!

kovarex wrote: The only way to go fast is to go well.
Thank you for another engaging FFF! It is such a pleasure reading about programming challenges. I always love getting a peek behind the scenes of how you make and keep Factorio the gold standard of game quality.
by Amarula
Wed Jun 16, 2021 8:51 pm
Forum: Combinator Creations
Topic: Coordinating trains by controlling exit signals
Replies: 0
Views: 255

Coordinating trains by controlling exit signals

I set up a direct insert rocket silo line. I decided to have odd and even supply trains... which I probably won't do again but it was an interesting experiment. Odd and even silo supply trains.png Then I decided that I wanted more control over the trains. Specifically, I don't want the odd trains to...
by Amarula
Wed Jun 09, 2021 11:55 pm
Forum: Not a bug
Topic: [1.1.34] Pumps not always loading fluid wagons
Replies: 3
Views: 282

Re: [1.1.34] Pumps not always loading fluid wagons

The second last picture shows an output pump being connected to the part the input would connect to, blocking it. Sorry I am not clear on what is being blocked. And if there is a design problem, why does it work in the first case but not the second? Hang on I think I get it: in the first case, the ...
by Amarula
Wed Jun 09, 2021 11:40 pm
Forum: Not a bug
Topic: [1.1.34] Pumps not always loading fluid wagons
Replies: 3
Views: 282

[1.1.34] Pumps not always loading fluid wagons

I made a train stop that both loads and unloads a train of fluid tankers (so the train can deliver oil when the local oil patch runs low). It works fine. Pumping oil in loading all tankers.png I made a copy (Ctrl-C) of the trains providing water and crude oil, and pasted it for the next refinery, bu...
by Amarula
Tue Jun 08, 2021 12:36 pm
Forum: General discussion
Topic: Why don't forests regenerate over time.
Replies: 11
Views: 1259

Re: Why don't forests regenerate over time.

One of the elements of the Krastorio 2 mod that I particularly enjoyed was the green house, that allowed you to generate wood making it a farmable resource, and also allowed you to grow trees to plant to make your own forest. Making fertilizer from dead biters to increase wood production was fun too.

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