Search found 43 matches

by Durr
Sat Dec 12, 2020 6:34 pm
Forum: General discussion
Topic: Thanks for all the fish! (Cave spoiler Spidertron)
Replies: 18
Views: 6681

Re: Thanks for all the fish! (Cave spoiler Spidertron)

Wouldn't it be simpler and cleaner to just give the silo circuit network capabilities? All you would need is read contents and launch on circuit signal.
by Durr
Fri Dec 11, 2020 2:26 pm
Forum: Ideas and Suggestions
Topic: Please remove the Spidertron screen wobble
Replies: 9
Views: 2878

Re: Please remove the Spidertron screen wobble

There is. Click your user name on the top right, then User Control Panel > Board Preferences > Edit Posting Defaults > Notify me upon replies by default
Also, check your notification settings in Edit notification options
by Durr
Mon Dec 07, 2020 9:50 pm
Forum: Gameplay Help
Topic: trains behavior with few same name stations
Replies: 10
Views: 4208

Re: trains behavior with few same name stations

The problem with having the same number of trains as stations is that they will all block each other, there is no empty station to path to. As I said, my method works best if you are over producing. If you had 3 ore stations going to 2 smelters, or were able to load at the ore station faster than th...
by Durr
Mon Dec 07, 2020 9:30 pm
Forum: Gameplay Help
Topic: trains behavior with few same name stations
Replies: 10
Views: 4208

Re: trains behavior with few same name stations

I use same name stations and what I found works best is to have (for each cargo type) N-1 trains where N is the total number of stations, and each station is limited to one train (unless there is a stacker at that station, in that case I add 1 to N and the station limit for each stacker lane). This ...
by Durr
Sat Dec 05, 2020 2:14 am
Forum: Gameplay Help
Topic: Need Some Advice On...
Replies: 13
Views: 3721

Re: Need Some Advice On...

That is exactly why I moved away from belt busses and switched to a modular rail network. I always ran out of room to add belts to the bus. If I run into bottlenecks with the rail system all I need to do is drop down another production module. If the main line starts getting too much traffic I simpl...
by Durr
Sat Dec 05, 2020 12:39 am
Forum: Balancing
Topic: Portable Fusion Reactor visual appearance in relation of visual totality of game
Replies: 23
Views: 9665

Re: Portable Fusion Reactor visual appearance in relation of visual totality of game

I figured it would have it's own fuel inventory slot. Either a new GUI with fuel slots in it that opens when you right click on the PFR, or add fuel slots to the armor GUI when you have the PFR equipped.
by Durr
Fri Dec 04, 2020 5:30 pm
Forum: Tools
Topic: Factorio Backup
Replies: 0
Views: 3098

Factorio Backup

This is a simple backup utility and launcher that I put together in VB.Net. Factorio Backup Screenshot.jpg Just specify the path to where you want the backups kept, the path to your save files, where the Factorio.exe is located, how many backups to keep, and if you want blueprints to be backed up wi...
by Durr
Fri Dec 04, 2020 6:59 am
Forum: Balancing
Topic: Portable Fusion Reactor visual appearance in relation of visual totality of game
Replies: 23
Views: 9665

Re: Portable Fusion Reactor visual appearance in relation of visual totality of game

I'm not really a fan of the free energy thing either. I wouldn't mind if it needed to use fuel to run.
by Durr
Fri Dec 04, 2020 6:13 am
Forum: Gameplay Help
Topic: Need Some Advice On...
Replies: 13
Views: 3721

Re: Need Some Advice On...

I usually start with a spaghetti disaster until I get enough resources to start a rail network. After I get some smelting arrays, oil refineries, and mining outposts established I start to build modules on the rail network to assemble intermediate resources, then work on building a mall. Eventually ...
by Durr
Fri Dec 04, 2020 3:15 am
Forum: Resolved Problems and Bugs
Topic: [1.1.4] Crash on autosaving: this->target.circuitConnectorID == CircuitConnectorID(-1) was not true
Replies: 10
Views: 6715

Re: [1.1.4] Crash on autosaving: this->target.circuitConnectorID == CircuitConnectorID(-1) was not true

I just got the same crash. Autosave started and failed as I was adding fuel to a train. A few minutes earlier I placed ghosts for quite a few medium electric poles, maybe related?

Edit: Replaced the save file with one closer to the time of the crash
by Durr
Thu Dec 03, 2020 11:28 pm
Forum: Gameplay Help
Topic: Trains still route to closest station (with limits set)
Replies: 37
Views: 10298

Re: Trains still route to closest station (with limits set)

I have all my stations set to 1 (unless I have a stacker for that station, then I add the number of trains that will fit in the stacker) and then add the limits of all the stations and subtract one for a particular cargo to determine how many trains. For example, I have 2 copper plate shipping stati...
by Durr
Thu Dec 03, 2020 7:35 pm
Forum: Ideas and Suggestions
Topic: Reduce range penalty on robot charging stations
Replies: 34
Views: 7156

Re: Reduce range penalty on robot charging stations

Would adding a charging limit (similar to the new train limit) to the roboport work here? I imagine it would work in a way that if the limit is currently met, robots looking for a place to charge would essentially be blind to the full roboport and path to the next closest one. I don't know how it wo...
by Durr
Wed Dec 02, 2020 4:32 am
Forum: Technical Help
Topic: [1.0.0] Can't slow or speed up game (solved)
Replies: 4
Views: 2243

Re: [1.0.0] Can't slow or speed up game

I assume those are controls for the Editor, since they're under the Editor group.
by Durr
Mon Nov 30, 2020 4:32 pm
Forum: Gameplay Help
Topic: [1.1.2] trains refuse to path through station
Replies: 8
Views: 1914

Re: [1.1.2] trains refuse to path through station

It actually looks like a very efficient and compact build. Assuming there are only one train of each type of cargo (or the new station limits are used) there shouldn't be any issues after the bypass station is added.
by Durr
Mon Nov 30, 2020 1:56 pm
Forum: Gameplay Help
Topic: [1.1.2] trains refuse to path through station
Replies: 8
Views: 1914

Re: [1.1.2] trains refuse to path through station

Do you think a dummy station on that lower bypass lane would balance the pathfinding?
by Durr
Sun Nov 29, 2020 8:17 pm
Forum: Gameplay Help
Topic: New 1.1 entity statuses explained?
Replies: 5
Views: 1659

Re: New 1.1 entity statuses explained?

I was a little confused when I first encountered this one: Inserters (targeting chests, rails or rolling stock) with no items in hand and items in source chest but no space in destination chest have status "Waiting for source items" instead of "Waiting for space in destination"
by Durr
Sat Nov 28, 2020 4:58 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.0] Map settings revert to default after closing and relaunching game
Replies: 8
Views: 3418

Re: [1.1.0] Map settings revert to default after closing and relaunching game

I'm having issues with this as well. I'm going to try deleting my steam cloud storage when I get home and see if that fixes it.
by Durr
Mon Apr 13, 2020 12:40 am
Forum: Ideas and Suggestions
Topic: Do not stop the train at the station, if the conditions are already met
Replies: 2
Views: 928

Re: Do not stop the train at the station, if the conditions are already met

A "Skip if conditions are already met" checkbox for each station in a schedule would work better. Maybe a "Continue through station" secondary checkbox (only available if the first is checked) to allow the train to take a shortcut to the next station in the list or continue throu...
by Durr
Thu Apr 09, 2020 3:39 pm
Forum: Releases
Topic: Version 0.18.18
Replies: 52
Views: 26487

Re: Version 0.18.18

I think the best solution would be to provide an "advanced" menu in the sound settings where people can fine-tune the volume for every sound in the game. But I don't see this happening as it would be a lot of work to please the small amount of people bothered by it, and may cause balancing...

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