Search found 511 matches
- Wed May 29, 2019 2:00 pm
- Forum: General discussion
- Topic: No dynamic train refueling yet?
- Replies: 12
- Views: 4478
Re: No dynamic train refueling yet?
You mention you use more than one train to deliver fuel. How do you prevent multiple refuel trains from pathing to the same station? The details of the train routing voodoo are still unknown to me, does one train "reserve" that station and the next train picks a different station? What ha...
- Tue May 28, 2019 2:51 pm
- Forum: General discussion
- Topic: No dynamic train refueling yet?
- Replies: 12
- Views: 4478
Re: No dynamic train refueling yet?
I just pick a side : pickup or drop off. I have been doing this, and it works well for a small base. I chose drop off for fueling, because it didn't make sense to me to send fuel out to all the resource fields for the ore trains, and my OCD didn't like the idea of using pickup for some and drop off...
- Tue May 28, 2019 2:36 pm
- Forum: Balancing
- Topic: [14.23] balance feedback
- Replies: 4
- Views: 2291
Re: [14.23] balance feedback
As a relative newcomer, I have only played 0.16 and 0.17. Thank you for this time capsule of what 0.14 looks like, fascinating to see how much is the same while at the same time, so much has changed!
- Sat May 18, 2019 1:32 pm
- Forum: News
- Topic: Friday Facts #295 - New design for the chemical plant
- Replies: 77
- Views: 34595
Re: Friday Facts #295 - New design for the chemical plant
Just for god's sake don't try and look closely at assemblers and then work out what shape they are in the real world. They are like a three-dimensional slice of a four-dimensional demon's protrusion into our realm from whatever dark nightmare abyss they dwell in. This made my day! (Also love the ne...
- Fri May 17, 2019 2:00 pm
- Forum: Ideas and Suggestions
- Topic: The switch to the train.
- Replies: 5
- Views: 1345
Re: The switch to the train.
I too have encountered the issue of a train sent for materials, skipping a pickup, and delivering nothing, as well as the lesser issue of a train full of materials, skipping a drop off, and returning to pick up more when it is already full. While there are many great ideas like the ones that Tekky l...
- Sun May 12, 2019 1:55 pm
- Forum: Gameplay Help
- Topic: how many logistic/construction robots needed?
- Replies: 20
- Views: 17259
Re: how many logistic/construction robots needed?
Thank you for the additional clarification, and the link to the post that had a link to the missing information!
- Sat May 11, 2019 6:51 pm
- Forum: Gameplay Help
- Topic: how many logistic/construction robots needed?
- Replies: 20
- Views: 17259
Re: how many logistic/construction robots needed?
So I started looking up some details in the wiki, and there seem to be a couple of pieces missing. A robot uses 5Kj/m any time it is traveling, but there is also some unspecified energy cost per tile traveled. I also did not see any definition of how much energy the robot has when fully charged. Whe...
- Sat May 11, 2019 1:48 pm
- Forum: Gameplay Help
- Topic: how many logistic/construction robots needed?
- Replies: 20
- Views: 17259
Re: how many logistic/construction robots needed?
Thanks all for your feedback. I perhaps should have mentioned I am using a sector based map (or grid), where if I need more of X, I plunk down a new sector and copy over the blueprint for making X. Yes, I could tweak the design while watching how it works, to come up with an ok pattern to duplicate,...
- Fri May 10, 2019 2:38 pm
- Forum: Gameplay Help
- Topic: how many logistic/construction robots needed?
- Replies: 20
- Views: 17259
Re: how many logistic/construction robots needed?
Is there any updated advice on planning how many logistic robots you need for a given configuration. I tried searching the forums, but there are so many hits on logistics, bots, and how many; this is the most relevant search result that I found. I have just started my first use of a significant bot ...
- Fri May 03, 2019 7:14 pm
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 55428
Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Jo I would buy a really expensive limited special edition with a high quality hand made hard cover book ... I just imagine this really thick in scarred brown leather bound book on your shelve with its gold glistening embossed lettering "Factorio" on its back. I would totally buy this book...
- Thu May 02, 2019 1:34 pm
- Forum: Show your Creations
- Topic: Some Dry Stuff
- Replies: 81
- Views: 43000
Re: Some Dry Stuff
That was annoying not remembering why I've written off burner inserters... The other problem I ran into with burner inserters: with any type of belt, If the coal belt isn't full enough for any reason, like exhausting an ore patch, the burner inserters run out of fuel, and even when you fill the bel...
- Thu May 02, 2019 1:14 pm
- Forum: Combinator Creations
- Topic: Raycasting engine in factorio
- Replies: 25
- Views: 17685
Re: Raycasting engine in factorio
Let me add my speechless voice... this is... inconceivable!
(thanks Princess Bride for a word where there are no words)
Thank you, arrow in my gluteus, for opening up worlds more possibilities in Factorio.
And thank you to all the developers for creating a game where work like this is possible.
(thanks Princess Bride for a word where there are no words)
Thank you, arrow in my gluteus, for opening up worlds more possibilities in Factorio.
And thank you to all the developers for creating a game where work like this is possible.
- Wed May 01, 2019 1:19 pm
- Forum: News
- Topic: Friday Facts #292 - Inching closer to stable
- Replies: 41
- Views: 22428
Re: Friday Facts #292 - Inching closer to stable
Complete list of command line arguments on the wiki:
https://wiki.factorio.com/Console#Comma ... parameters
which gives the command as:
--mod-directory PATH
where PATH is the mod directory to use.
- Wed May 01, 2019 1:00 pm
- Forum: Modding discussion
- Topic: Breaking mod API changes with version 0.17.35 (planned release on Thursday)
- Replies: 28
- Views: 10197
- Sat Apr 27, 2019 4:26 pm
- Forum: Gameplay Help
- Topic: Beginner question about trains
- Replies: 4
- Views: 1476
Re: Beginner question about trains
No simple way in the train schedule to add conditions for going (or not going) to a station. However, stations can be disabled by the circuit network. So it would be possible to read the train contents, and set a circuit condition to disable the outpost stations when the train is full, which would r...
- Fri Apr 12, 2019 2:48 pm
- Forum: Releases
- Topic: Version 0.17.29
- Replies: 33
- Views: 17115
Re: Version 0.17.29
I saw the issues with blueprints so I avoided using them. I managed a different crash, adding an item to the shortcut bar: viewtopic.php?f=7&t=69402
- Fri Apr 12, 2019 2:45 pm
- Forum: Duplicates
- Topic: [0.17.29] crash adding pipes to shortcut bar
- Replies: 1
- Views: 736
[0.17.29] crash adding pipes to shortcut bar
What happened? I was extending my initial steam power, crafted some pipes and underground pipes, and went to add them to the shortcut bar. I clicked on the shortcut bar with the pipes in hand, the pipes showed up as a shortcut, and the game froze for a few moments and crashed. This was the first tim...
- Fri Apr 12, 2019 1:19 pm
- Forum: Gameplay Help
- Topic: There is no spoon help
- Replies: 8
- Views: 1453
Re: There is no spoon help
Ouch! I share your pain, doing all that work and missing out on the achievement. I think that prior to 0.17, in order to "win" the game, you had to launch a satellite, not just launch the rocket with or without any other payload. The documentation for 0.16 on the stable wiki https://stable...
- Mon Apr 01, 2019 7:21 pm
- Forum: General discussion
- Topic: .17 impression so far
- Replies: 5
- Views: 1868
Re: .17 impression so far
Really enjoying 0.17 so far! +++++++ for automatic landfill option when placing a blueprint. I swear half my landfill is wasted - I fill what I think is the right spot, go to (re)place the blueprint and... back to the stone field for more landfill... Midway between peaceful and deathworld: turn on b...
- Fri Mar 29, 2019 11:53 am
- Forum: Technical Help
- Topic: [0.17.18] no updates available for auto update
- Replies: 3
- Views: 1060
Re: [0.17.18] no updates available for auto update
I did have experimental checked, to do the updates from 12 to 18, but sure enough somehow it got unchecked... thanks!