Search found 587 matches

by slippycheeze
Mon Aug 26, 2019 6:34 pm
Forum: Ideas and Suggestions
Topic: Implement priority signals for trains
Replies: 38
Views: 10331

Re: Implement priority signals for trains

But for that the signal has to remain red until the train hits it. Then, if it is still going through the signal it has to turn green. Which means the train will be breaking. Best case would be breaking for only 1 tick. But how do you get that timing right so it works for trains at any speed? I'm t...
by slippycheeze
Mon Aug 26, 2019 6:30 pm
Forum: Gameplay Help
Topic: 3 Belt splitter
Replies: 17
Views: 4358

Re: 3 Belt splitter

Two things to add: 1) Note that later techs have mostly 60s per flask. If you don't override the stack size you do get a ripple to refill the science labs but there is still a lot of time spend researching and little refilling if you keep your line of labs reasonably short. The time lost for the ne...
by slippycheeze
Mon Aug 26, 2019 6:24 pm
Forum: Gameplay Help
Topic: Railway waiting area
Replies: 35
Views: 8151

Re: Railway waiting area

I actually wish signals would alway add a small cost (like 1) so trains would prefer the paths with less junctions. This is a good feature request, and should be pushed to a top level post asking for nothing but this change. Uh, though, a cost of one will vanish almost instantly into the noise: a s...
by slippycheeze
Mon Aug 26, 2019 5:59 pm
Forum: Gameplay Help
Topic: Handling 7 Science Paks
Replies: 36
Views: 14731

Re: Handling 7 Science Paks

Personally, I don't like belts for labs. An inserter can transfer items from 1 lab to another, so you can build an array using this technique and having the first lab to pick items from a chest. I said it before, but this gif nicely demonstrates the issue with lab chaining: observe in the demonstra...
by slippycheeze
Mon Aug 26, 2019 5:48 pm
Forum: Gameplay Help
Topic: Stored Value in circuit non-incrementing
Replies: 1
Views: 4014

Re: Stored Value in circuit non-incrementing

I think you will find this solution is the current state of the art , being a one-cycle save memory that supports both multiple individually addressable memory cells on the same input/output line, and reserves only one control signal. All other signals, and all values of those signals, are correctly...
by slippycheeze
Fri Aug 23, 2019 9:35 pm
Forum: Gameplay Help
Topic: 3 Belt splitter
Replies: 17
Views: 4358

Re: 3 Belt splitter

Personally I would not bother with splitting at all and just put inserters between labs so they take from the labs closer to the belt and put into one furter away. You can fit more labs into the space this way and it is also easier. FWIW, they will, but a science lab only holds 2 flasks, and wants ...
by slippycheeze
Fri Aug 23, 2019 9:26 pm
Forum: Gameplay Help
Topic: Campaign questions - New Hope L3
Replies: 9
Views: 1336

Re: Campaign questions - New Hope L3

Ah, so in the most recent update, the tutorial got more love, but it's a "beta" version? FWIW, the entire game gets that treatment at each step, and will do at least until release. Probably well beyond, too, but ... the point of the experimental versions is exactly to change things up and...
by slippycheeze
Fri Aug 23, 2019 9:24 pm
Forum: Gameplay Help
Topic: How to collect Solid fuel or Coal quickly from furnaces or any machines that uses them ?
Replies: 11
Views: 4373

Re: How to collect Solid fuel or Coal quickly from furnaces or any machines that uses them ?

As far as I know there is no faster way to do that, but the thing is... why should you do that often? Factorio is a game about automation. Just let it burn. :) The problem is i'm the automation that puts everything when they need something.. :D my factory is a bit crowded in the moment i have a Bit...
by slippycheeze
Fri Aug 23, 2019 9:22 pm
Forum: Gameplay Help
Topic: Tell me what's wrong with this following rail laying attempt:
Replies: 3
Views: 1505

Re: Tell me what's wrong with this following rail laying attempt:

mmmPI wrote:
Fri Aug 16, 2019 7:16 pm
There is nothing wrong ! :D what do you think was wrong ?
Where is my +1, this is absolutely correct, button, forum?
by slippycheeze
Fri Aug 23, 2019 9:21 pm
Forum: Gameplay Help
Topic: Train Stop not placing
Replies: 3
Views: 993

Re: Train Stop not placing

Ahh okay, that makes sense. I thought it was just curves that blocked the stop. Before you hit the pain, they don't actually block stopping, but wagons will not be usable on a curve. You can't load or unload fluid or solids from wagons on a curve. So ... just put your entire freight stop on a strai...
by slippycheeze
Fri Aug 23, 2019 9:19 pm
Forum: Gameplay Help
Topic: Bot stuff
Replies: 8
Views: 2877

Re: Bot stuff

BlueTemplar wrote:
Thu Aug 15, 2019 1:33 pm
You can also filter storage chests.
Yup. A logistic filter on a chest makes it the second choice destination for items: first, a chest with the item already in it, second, a storage chest with the item in a filter, third, the earliest chest placed that is not full.
by slippycheeze
Fri Aug 23, 2019 9:13 pm
Forum: Gameplay Help
Topic: Railway waiting area
Replies: 35
Views: 8151

Re: Railway waiting area

Thus i used the wiki-rules to make the trains think the outer lane is shorter than the inner lane, because the outer lane has less signal and the pathfindind of trains consider that each signal "cost" some distance ( this is why i linked to the wiki , for understanding how train behave in...
by slippycheeze
Fri Aug 23, 2019 9:00 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 389
Views: 264774

Re: [0.17+] Space Exploration WIP

1) Powersats and rectennas. Basically, generate power on your station in orbit (with solar panels), then beam it down to the planet. Would need some sort of transmitter and reciever structures. Those turn out to be relatively impractical in the real world. YMMV on in-game, which already has plenty ...
by slippycheeze
Fri Aug 23, 2019 8:59 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 71397

Re: [MOD 0.17] Crafting Combinator

... Well, I didn't mean to say there aren't uses in vanilla, but it's generally not really worth the hassle and efficiency penalty, whereas my angel's example doesn't really have either of these problems (from my experience, anyway). Tho now that I'm thinking about it, something like a single-assem...
by slippycheeze
Fri Aug 23, 2019 7:47 pm
Forum: Modding help
Topic: [16]Two recipes for same item?
Replies: 9
Views: 2737

Re: [16]Two recipes for same item?

Balthazar wrote:
Fri Aug 23, 2019 7:36 pm
Thanks deadlock, is there by any chance a smarter way of doing this than editing data.raw?
There is no way to do this other than *modifying* the prototypes during the data phase, no. That is how Factorio works.
by slippycheeze
Fri Aug 23, 2019 7:17 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 71397

Re: [MOD 0.17] Crafting Combinator

... You're welcome. I just wanted to point out that there are some practical uses of the mod, just not really in vanilla. Angel's ingot smelting is a good example: you can use the more efficient recipe when you have the ingredients for it, but switch to the less efficient version if you don't, so y...
by slippycheeze
Fri Aug 23, 2019 6:40 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 71397

Re: [MOD 0.17] Crafting Combinator

since now i manage to get CC working only for the products that have first level ingredients. How can I use CC to output all the chain of the ingredients/products that the final product has? use some sort of recursive algorithm to decompose everything to component parts before output (akin to, eg, ...
by slippycheeze
Fri Aug 23, 2019 6:31 pm
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 260383

Re: Provider/Requester in one stop

What are all those large numbers in the existing combinator for? Don't know, but they are usually either for filtering via integer rollover, or something similar. Unless they define request/provide sizes, in which case they are to make the station "not do that" if it accidentally advertis...
by slippycheeze
Fri Aug 23, 2019 6:28 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 389
Views: 264774

Re: [0.17+] Space Exploration WIP

1) Powersats and rectennas. Basically, generate power on your station in orbit (with solar panels), then beam it down to the planet. Would need some sort of transmitter and reciever structures. Those turn out to be relatively impractical in the real world. YMMV on in-game, which already has plenty ...
by slippycheeze
Fri Aug 23, 2019 5:56 pm
Forum: Mods
Topic: [0.14+] Infinizoom - zoom without limits
Replies: 12
Views: 18030

Re: [0.14+] Infinizoom - zoom without limits

So I am trying to use this mod. I can't figure it out. What am I supposed to do with the code? I copied it all and put it into the command line by pressing ~ and nothing happens. I'm sure I'm confused. Thanks. I'd strongly suggest that if you hit that problem, you are gonna keep having pain and suf...

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