Search found 124 matches

by SpeedDaemon
Mon May 08, 2017 6:39 pm
Forum: Gameplay Help
Topic: Console command for changing pollution dissipation
Replies: 7
Views: 9922

Re: Console command for changing pollution dissipation

Look in your Factorio folder in data/base/prototypes/map-settings.lua. Almost any value in here can be changed via the console in-game. The command will follow the hierarchy of the file. There's a "pollution" section, which a bunch of values in it, but I'm not sure what exactly you'd need ...
by SpeedDaemon
Mon May 08, 2017 6:10 pm
Forum: Bob's mods
Topic: What should I do with science packs?
Replies: 68
Views: 21440

Re: What should I do with science packs?

It makes more sense to me to re-label the specific science packs to something like - Logistics - Engineering - Chemistry - Military - Space which would probably make it a lot easier to figure out which are appropriate for a given tech, because they're closer to actual scientific disciplines. Mining ...
by SpeedDaemon
Mon May 08, 2017 3:49 pm
Forum: Gameplay Help
Topic: 12-to-8 Belt Design? Anyone?
Replies: 1
Views: 2296

Re: 12-to-8 Belt Design? Anyone?

4x 3-to-4 balancers, then merge pairs down to 8?

There are tons of image libraries out there for the basic balancers like 3-4, etc.
by SpeedDaemon
Mon May 08, 2017 3:36 pm
Forum: Gameplay Help
Topic: Trains - supply-push, or demand-pull?
Replies: 5
Views: 2773

Re: Trains - supply-push, or demand-pull?

For production zones/sub-factories, I almost always "pull." Since 0.13, I don't even use buffers most of the time, but just have the train wait until something runs out, then circulate to the the output stations of other zones to refill. If necessary, I'll have more than one train, so by t...
by SpeedDaemon
Thu May 04, 2017 6:40 pm
Forum: Gameplay Help
Topic: Is it possible to use one station for more than one fluid
Replies: 23
Views: 12456

Re: Is it possible to use one station for more than one fluid

I haven't got to play with the new 0.15 pumps yet... do they still connect to the rail tanker even if shut down by the circuit network? If not, I think your problem is that you have all of the pipes at the rail stop connected. Instead, put 3 pumps along each side of the rail tankers, like this: HLP ...
by SpeedDaemon
Wed May 03, 2017 11:51 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 350941

Re: [0.15.x] Bob's Mods: General Discussion

I've been looking around... is there somewhere we can contribute to the "Bob's Debugging Fluid Fund?" :D
by SpeedDaemon
Tue May 02, 2017 5:41 pm
Forum: Bob's mods
Topic: 0.15 - plans?
Replies: 64
Views: 24617

Re: 0.15 - plans?

Bob: I hope you find a way to make nuclear more convoluted... Because from what I've seen, the entire process looks trivialized. OK, you've successfully nerd-sniped me. :P One thing to make nuclear more convoluted: require fuel rods to have proper Zircalloy casing. Zircalloy is an alloy of Zr, with...
by SpeedDaemon
Thu Nov 17, 2016 4:52 pm
Forum: Gameplay Help
Topic: Questions about spawn points and dealing with aliens.
Replies: 9
Views: 3634

Re: Questions about spawn points and dealing with aliens.

Yep, build a wall!

This one is a double-thick wall with full bot & turret coverage, and a train to resupply them. I was even OCD enough to put concrete "footings" under the entire wall, and pave under the entire rail...
Great Wall of GTFO
by SpeedDaemon
Mon Aug 01, 2016 5:42 pm
Forum: General discussion
Topic: Train unload poll
Replies: 20
Views: 9339

Re: Train unload poll

Like Odin, my setups usually depend on the circumstances. 0.13 came with one huge change as far as some unloading stations go, though. That being that we can now tell a train to "wait till empty", so there's no point in having buffers. My ore gets unloaded from the train directly to belts,...
by SpeedDaemon
Thu Jul 28, 2016 5:52 pm
Forum: Ideas and Suggestions
Topic: Train pathing - forbid passing through stops
Replies: 6
Views: 3540

Train pathing - forbid passing through stops

It would be nice if trains got a massive pathing penalty when trying to pass a train stop that's not their immediate destination or departure point. I would actually prefer if the algorithm completely forbid the practice (or at least an option to have it do so). With the new train conditions in .13,...
by SpeedDaemon
Wed Jul 13, 2016 9:07 pm
Forum: Gameplay Help
Topic: Train logic
Replies: 2
Views: 1440

Re: Train logic

With the new options for train stops, you could turn your logic around, and have one train for each station that needs the coal. You can set it to wait there until Coal = 0, then go get more coal and come back. Basically, instead of unloading the train into buffer chests, you just use the train itse...
by SpeedDaemon
Wed Jul 13, 2016 8:43 pm
Forum: Gameplay Help
Topic: How to avoid an oil deadlock
Replies: 53
Views: 35662

Re: How to avoid an oil deadlock

My oil management logic goes like this: - One tank for each fraction for measuring purposes only. I usually don't put these in-line, so they don't slow down the flow. - Decider: If heavy > light -> enable pump to heavy->light cracking - Decider: If light > PG -> enable pump(s) to light->PG cracking ...
by SpeedDaemon
Sun Jul 03, 2016 12:26 am
Forum: Bob's mods
Topic: some observations(errors?) balancing...
Replies: 4
Views: 1583

Re: some observations(errors?) balancing...

The fast far inserters do exactly the same as the long fast ones. should maybe have one reach more? also one is an crafting dead end. fast underground belts are far to cheap, they cost 57,5 Iron while a single fast belt cost 11.5. may be change receipt to x fast belts + gears? you pack petroleum in...
by SpeedDaemon
Sat Jul 02, 2016 9:08 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
Replies: 101
Views: 78440

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

Hi Bob, would you consider adding a token fuel value for the saplings? That would allow any excess to be easily disposed of by fire. :)

Maybe just enough that a burner inserter that picks one up when first placed will have just enough power to grab a new piece of fuel.
by SpeedDaemon
Thu Jun 30, 2016 11:03 pm
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 130783

Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17

Is this mod going to be updated for version .13? If its dead is there somthing else out there that i could use? I really loved all the information this mod provides to the user, i really appreciate the work that went into it. Thank you! Well, .7.17 only came out a few weeks ago, so hopefully it's n...
by SpeedDaemon
Wed Jun 29, 2016 9:05 pm
Forum: Gameplay Help
Topic: Circuit network help?
Replies: 10
Views: 7620

Re: Circuit network help?

After thinking about this some more, an even simpler way to do it, if you don't care about pinpoint accuracy, is to have, say, a 30 second timer, and when it triggers look at the value of (desired - current), then just run an inserter for a period of time to put about that many items on the belt, th...
by SpeedDaemon
Wed Jun 29, 2016 5:08 pm
Forum: General discussion
Topic: Game FPS at End game
Replies: 56
Views: 19222

Re: Game FPS at End game

MAKE FACTORIO USE ALL OF MY CPU's DAMMIT I SHOULD BE ABLE TO USE CPUS FROM OTHER COMPUTERS TO FACTOR IN THE REQUIRED POWER TO POWER MY FACTORIO. HELL i WAS GOING TO RIG UP A DIESEL ENGINE TO THE PC SEE IF THAT ROCKS IN SOME POWA! I'll just leave this here... http://www.userfriendly.org/cartoons/arc...
by SpeedDaemon
Wed Jun 29, 2016 4:55 pm
Forum: Gameplay Help
Topic: Circuit network help?
Replies: 10
Views: 7620

Re: Circuit network help?

You might be able to use an additional chest as a metering device: Ammo production -> buffer chest -> inserter A -> meter chest -> inserter B -> belt to turrets (loop?) Attach inserters A and B to the output of a latch such that A's "enable condition" is equal to NOT (B's enable condition)...
by SpeedDaemon
Sat Jun 25, 2016 2:19 am
Forum: Bob's mods
Topic: Compact, belt-only all-module production layout
Replies: 1
Views: 1420

Compact, belt-only all-module production layout

Built this for one of my games, and thought someone else might find it useful. All of the different types of Bob's modules assembled in a relatively small area without any robots. The idea of this isn't to bash them all out at full speed, but to make sure they're always available at a reasonable rat...
by SpeedDaemon
Thu Jun 23, 2016 7:44 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Early Building Store
Replies: 129
Views: 62482

Re: Early Building Store

For your circuit production area, you can actually eliminate the smart inserters to allow building with very basic tech. Move the underground belt entrance one tile east, and place a splitter north of it. The underground belt will block the copper and let the iron through. Obviously, this requires t...

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