Search found 1193 matches
- 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.
- 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 ...
- 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 ...
- Thu Jan 07, 2021 5:37 pm
- Forum: Releases
- Topic: Version 1.1.7
- Replies: 25
- Views: 19097
Re: Version 1.1.7
Then for sure use that mod as they use popularity of mods to verify what many people want in the game.keks244 wrote: ↑Thu Jan 07, 2021 2:54 pm
Thanks, but i would love to see this in vanilla fac again.
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
Hey kill boxes work in Rimworld...
- 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 ...
- 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...
- 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.
- 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 ...
- 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 ...
- 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.
I can't see the bumps because my tiny 1920x1080 monitor doesn't have nearly that resolution.
- Thu Dec 10, 2020 12:54 am
- Forum: Minor issues
- Topic: [1.1.4] Adding manual stops on very long loop causes train to take longer paths
- Replies: 2
- Views: 1377
Re: [1.1.4] Adding manual stops on very long loop causes train to take longer paths
Hoover your cursor over the other side of the track.
- 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.
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.
- Fri Dec 04, 2020 8:49 am
- Forum: General discussion
- Topic: Chain signals are overused
- Replies: 23
- Views: 8152