Search found 1193 matches

by 5thHorseman
Thu Jan 21, 2021 1:59 am
Forum: Gameplay Help
Topic: Idle Bots
Replies: 10
Views: 3564

Re: Idle Bots

You can't assign tens of thousands of jobs and expect the game to keep up. Let your poor bots finish a blueprint before you slap down another. Or another dozen.
by 5thHorseman
Tue Jan 19, 2021 8:48 am
Forum: Gameplay Help
Topic: Train stops with limit change assigned numbers of trains
Replies: 12
Views: 4934

Re: Train stops with limit change assigned numbers of trains

I've found that having exactly as many trains as you do slots keeps all stations full and all trains waiting as expected. So if you have 4 mining outpost stations, each with 2 trains, and 1 big smelting area with 3 stations each with 2 trains, that's 4*2+3*2=8+6=14 trains. Most of them will be idle ...
by 5thHorseman
Mon Jan 11, 2021 11:53 pm
Forum: Ideas and Suggestions
Topic: Disallow power poles to be automatically placed over ghosts
Replies: 15
Views: 3211

Re: Disallow power poles to be automatically placed over ghosts

I'd make your suggestion more generic (and useful) : When placing any buildable thing, ghosts should be treated like buildings on the ground. i.e., you can't place an assembler over a ghost of an inserter, and you can't place a n->s inserter over a ghost of a s->n inserter. But you can place a fast ...
by 5thHorseman
Thu Jan 07, 2021 5:37 pm
Forum: Releases
Topic: Version 1.1.7
Replies: 25
Views: 19097

Re: Version 1.1.7

keks244 wrote:
Thu Jan 07, 2021 2:54 pm
IronCartographer wrote:
Thu Jan 07, 2021 2:27 pm
keks244 wrote:
Thu Jan 07, 2021 1:42 pm
Please bring back the Rocket count UI :cry:
https://mods.factorio.com/mod/rocket-silo-stats

Thanks, but i would love to see this in vanilla fac again.
Then for sure use that mod as they use popularity of mods to verify what many people want in the game.
by 5thHorseman
Sat Jan 02, 2021 5:21 am
Forum: Combinator Creations
Topic: Perfect Chest/train loader
Replies: 18
Views: 6311

Re: Perfect Chest/train loader

Cool, thanks, will check this out for sure. Balancing load to trains is pain. What sort of impact does this have on loading throughput? (if any) At a quick test, it seems to be about 7% slower than a simple setup. Here's what I used, no guarantee it's the best setup for either case. Unbalanced inte...
by 5thHorseman
Thu Dec 31, 2020 3:22 am
Forum: Ideas and Suggestions
Topic: New stop condition for Trains...
Replies: 11
Views: 2774

Re: New stop condition for Trains...

So I made a mod which adds special signals you can put in the train stop name, which will skip depending on certain conditions: https://mods.factorio.com/mod/Train_Control_Signals Brilliant. Just like many of the rest of your mods it's simple and straightforward and it should be stock, but you know...
by 5thHorseman
Fri Dec 25, 2020 7:35 am
Forum: Ideas and Suggestions
Topic: Ghost place from quickbar slot which lacks items
Replies: 15
Views: 3003

Re: Ghost place from quickbar slot which lacks items

would even annoy all veteran players which normally don't use the feature and would never play without it . Fixed that for you. I don't see AntiElitz, or Nefrums, or Phoenix using the feature. And I think they classify as veteran. That's why you don't make absolute statements, all it takes is just ...
by 5thHorseman
Thu Dec 24, 2020 11:19 pm
Forum: General discussion
Topic: Landfill, Stone, gear production issues
Replies: 6
Views: 2433

Re: Landfill, Stone, gear production issues

It'd be boring of all the smelting was the same. Having a 0.5s crafting recipe input starved half the time is identical to having a 1 second recipe full all the time, except the first one uses a smidge less power and has an additional set of optimization paths. For non-critical things*, it's okay if...
by 5thHorseman
Thu Dec 24, 2020 11:33 am
Forum: Not a bug
Topic: [1.1.6] Biters attacking rails
Replies: 8
Views: 2803

Re: [1.1.6] Biters attacking rails

is the target of the attack a train? The target is the train position, but the train can move while the shell is in mid-flight And when the biters get hit, they think "Well we got shot by a train, obviously. And that train probably moved 80 tiles North. We should go to that spot and attack wha...
by 5thHorseman
Mon Dec 21, 2020 11:07 am
Forum: Ideas and Suggestions
Topic: Offer to update before/after loading mods / Update on restart/startup/shutdown
Replies: 29
Views: 6095

Re: Mods updatable on startup

Frankly I'd love an option to start in "check mods mode" where all it does is check for mods that could be upgraded and offer the upgrade. I mean, you have to restart anyway so why spend all that time loading graphics and stuff that won't get used? But +1 to this. It's a pain as-is and wou...
by 5thHorseman
Fri Dec 18, 2020 11:11 am
Forum: Gameplay Help
Topic: Trying a new (to me) type of defense, having issues.
Replies: 6
Views: 2042

Re: Trying a new (to me) type of defense, having issues.

They'll path around walls, Right? So just put up walls everywhere but your super kill base.

Hey kill boxes work in Rimworld...
by 5thHorseman
Thu Dec 17, 2020 5:35 am
Forum: Ideas and Suggestions
Topic: Would it be possible to make it harder to take off armor?
Replies: 24
Views: 5524

Re: Would it be possible to make it harder to take off armor?

If the developers won't, how hard would it be to mod it in Remove inventory bonus from armor and add a force bonus to armor technology: Trivial. But boring. Spoken like a true modder :D I actually don't find it boring per-se, from a user perspective. It gives me a slight advantage over the current ...
by 5thHorseman
Thu Dec 17, 2020 1:03 am
Forum: Ideas and Suggestions
Topic: Would it be possible to make it harder to take off armor?
Replies: 24
Views: 5524

Re: Would it be possible to make it harder to take off armor?

If the developers won't, how hard would it be to mod it in I imagine the "like a chest" solution would be harder than the "give extra inventory outside of armor and remove inventory from armor" solution. Because there is already a way to raise your inventory (the toolbelt upgrade...
by 5thHorseman
Wed Dec 16, 2020 5:12 am
Forum: Gameplay Help
Topic: how to avoid inserters with partial hand contents when refueling trains
Replies: 4
Views: 1894

Re: how to avoid inserters with partial hand contents when refueling trains

The only thing I can think that would fix that would be to filter every train wagon that could get that fuel, to not allow that fuel to be put in it.
by 5thHorseman
Mon Dec 14, 2020 5:09 am
Forum: General discussion
Topic: The game needs advice.
Replies: 6
Views: 2105

Re: The game needs advice.

I (somewhat) humbly offer my "Factorio For Beginners" tutorial. I play an entire game up to Rocket Launch in the 0.18 version of the game, which is essentially the same as the current game. Really the only differences are graphics and user interface, plus some very late game arachnid type ...
by 5thHorseman
Mon Dec 14, 2020 5:07 am
Forum: Ideas and Suggestions
Topic: Brownout icon / Low power icon / Low power warning
Replies: 49
Views: 13499

Re: Have a low power icon as well as power off (for beginners :)

We have these great tutorials now that trigger on things. I see no reason there can't be one that triggers on a network having > 0% but < 100% power, that explains that when power is low you will see slowdowns in machines. I know it feels good to know this already, and have people who don't know it ...
by 5thHorseman
Thu Dec 10, 2020 2:15 am
Forum: Won't fix.
Topic: [1.1.5] The capital "M" on the main menu has a weird bump
Replies: 5
Views: 2048

Re: [1.1.5] The capital "M" on the main menu has a weird bump

What is your resolution? A billion by a billion?

I can't see the bumps because my tiny 1920x1080 monitor doesn't have nearly that resolution.
factorio_mainmenu_text.png
factorio_mainmenu_text.png (1.38 KiB) Viewed 2035 times
by 5thHorseman
Mon Dec 07, 2020 10:21 am
Forum: Ideas and Suggestions
Topic: v1.1 should allow belt dragging locked or free form
Replies: 2
Views: 1307

Re: v1.1 should allow belt dragging locked or free form

Yes very much I've wanted this many, many times.

The lock is FANTASTIC 10% of the time, a huge pain 10% of the time, and immaterial 80% of the time.

Those numbers are 100% made up, but at least 40% accurate. As are these numbers.
by 5thHorseman
Fri Dec 04, 2020 8:49 am
Forum: General discussion
Topic: Chain signals are overused
Replies: 23
Views: 8152

Re: Chain signals are overused

disentius wrote:
Thu Dec 03, 2020 6:46 pm
yep. needs an extra chain signal at the entrance... :lol: :lol:
Irony can be pretty ironic sometimes.

Go to advanced search