
Guys, part 37 of my "Hard Mode" playthrough is up!
Train Rides! - Factorio 0.10.8 "Hard Mode" #37
and part 34 of my F-MOD/Dytech playthrough is up!
Coal Shortage.. Again! - Factorio 0.10.8 F-MOD/Dytech #34
Thanks for watching and enjoy.

I don't remember seeing a second design from you(please refresh my memory if you definitely showed it to me, because my memory is bad at timesJoshLittle wrote:Sorry that it gets a bit longer:
Why you are wrong to blame my solar design
Facepalm moment of the entire Let's play. Also the moment you build the provider chests in chain with the steel chests. Just replace the steel chests and save the energy wasted on those blue inserters >_<.Xecutor wrote:Why do you bother with iron up there if you have huge field of iron inside your base?
And that left wall of iron outpost... Within few steps from water... Feels like a waste really
Hi, I don't want to derail the discussion on these playthroughs, but I found these points to be quite interesting, and a possible answer to some of the questions I posted at https://forums.factorio.com/forum/vie ... =18&t=5590 about how to keep train schedules up-to-date as you add mining outposts. Would you be willing to clarify some things (either here, or in that thread)?JoshLittle wrote:
- If you want to stick with the old two trains, then you could micromanage the situation with renaming the stations. If you give the stations the same name (like "main station" for the two platforms inside), then they would appear as one platforms for all three trains and they would choose the next free one. Then you don't have the fixed binding of two specific trains for one platform and you don't have to micromanage over the train shedule.
- If you give the three ore stations the same name, the trains also can choose from where to get the next ore. As long as the length of the trains is the same, this would be no issue.