Search found 124 matches
- 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 ...
- 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 ...
- 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.
There are tons of image libraries out there for the basic balancers like 3-4, etc.
- 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...
- 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 ...
- 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?"
- 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...
- 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...
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
- 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,...
- 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,...
- 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...
- 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 ...
- 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...
- 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.
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.
- 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...
- 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...
- 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...
- 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)...
- 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...
- 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...