Examples for manipulating lanes:
(I practiced this by creating no less than 5 different purely belt based malls)
Search found 714 matches
- Sun Feb 04, 2024 5:13 pm
- Forum: Gameplay Help
- Topic: How do i split 2 lanes into a center lane
- Replies: 4
- Views: 600
- Sun Feb 04, 2024 2:58 pm
- Forum: Technical Help
- Topic: How to delete all game data from Steam
- Replies: 8
- Views: 742
Re: How to delete all game data from Steam
I envision support questions like this: "I deleted my Steam saves of <favorite game> because I installed fresh, but now all saves on all my other devices are gone! Gaaah! My precious save on <that other computer> is destroyed! How can I restore that?" Don't give players too much freedom wi...
- Sun Feb 04, 2024 2:49 pm
- Forum: Technical Help
- Topic: How to delete all game data from Steam
- Replies: 8
- Views: 742
Re: How to delete all game data from Steam
I guess too much grieving potential. Be happy this secret link is available at all - I have that direct link bookmarked but I'm unable to find it anywhere in my account settings.
- Sun Feb 04, 2024 2:33 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Self-balancing Kovarex setup
- Replies: 6
- Views: 1112
Re: Self-balancing Kovarex setup
I had such setups before (I get bald from pulling my hair off from debugging my deadlocked kovarex setups), and unfortunately they all clog at one splitter later when U-235 or U-238 output overflows. Your setup as well. Consider the u-235 chests are full and U-235 is accumulating at the outer ring. ...
- Sun Feb 04, 2024 1:48 pm
- Forum: Technical Help
- Topic: How to delete all game data from Steam
- Replies: 8
- Views: 742
Re: How to delete all game data from Steam
You can disable Steam cloud for Factorio in the Steam properties of Factorio. Then remove everything locally (don't forget to delete "C:\Program Files (x86)\Steam\userdata\(your steam id)\427520"). Then reinstall Factorio and start at least one map to let Factorio create everything (It doe...
- Sun Feb 04, 2024 1:17 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 14785
Re: Friday Facts #396 - Sound improvements in 2.0
but i know that feel of "disturbing carpet of noise" you describe. When focusing on combinators or trains things, more than during combat or building that can happen to me. Things need be silent for no distractions It's different for me. Did you ever work in an open-plan office with air c...
- Sun Feb 04, 2024 12:57 pm
- Forum: General discussion
- Topic: Some huge factory needs full revamp after 2.0?
- Replies: 1
- Views: 625
Re: Some huge factory needs full revamp after 2.0?
Small production lines may stay the same (balancers, green/red/blue circuits, inserters, belts, may be even some science pack production lines), but on a larger scale factories will be different in so many details, it's better to rebuild instead of changing on an existing map. I plan to start comple...
- Sun Feb 04, 2024 12:50 pm
- Forum: Gameplay Help
- Topic: How do i split 2 lanes into a center lane
- Replies: 4
- Views: 600
Re: How do i split 2 lanes into a center lane
Something like this?
- Sat Feb 03, 2024 3:31 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 14785
Re: Friday Facts #396 - Sound improvements in 2.0
While more detail in sound design is really nice, I remember there are moments where sound becomes noise. I'm playing and designing some production line and thinking really hard if I should put that to the left or to the right, or I'm debugging why this line doesn't have full throughput. Suddenly th...
- Fri Feb 02, 2024 9:24 pm
- Forum: General discussion
- Topic: Remove conveniences in favour of circuit networks
- Replies: 12
- Views: 1626
Re: Remove conveniences in favour of circuit networks
The fact you don't have a reason to use circuits don't mean nobody else hasn't a reason as well. From the functions you posted, I only use the oil refining thing - to balance cracking. What I find essential is active balancing of chest filling on loading and unloading station, so trains are loaded a...
- Fri Feb 02, 2024 2:05 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 14785
Re: Friday Facts #396 - Sound improvements in 2.0
The train/elevated train sounds somewhat remind me of my toy train in my youth. For a real world simulation, it's a bit hollow in my opinion. It really sounds as if a toy train is moving over sheet metal, mounted on a plywood panel. Couldn't you add more bass, more low frequency vibration? If a real...
- Fri Feb 02, 2024 12:28 pm
- Forum: Gameplay Help
- Topic: Compact centralized automatic train refueling designs\options (and also a question about train station priority)
- Replies: 3
- Views: 598
Re: Compact centralized automatic train refueling designs\options (and also a question about train station priority)
Very early in my base development I decided to provide refueling via logistic chest in every unloading station, and ever since I'm wondering why people make a kind of rocket science out of it instead of choosing that most simple approach. At least I have roboport coverage everywhere in the main base...
- Thu Feb 01, 2024 12:01 pm
- Forum: Technical Help
- Topic: [1.1.101] GPU Performance issues
- Replies: 28
- Views: 1524
Re: [1.1.101] GPU Performance issues
It's difficult to follow your post. What's your point?
The game can help you diagnose ingame issues:
https://wiki.factorio.com/Tutorial:Diag ... nce_issues
The game can help you diagnose ingame issues:
https://wiki.factorio.com/Tutorial:Diag ... nce_issues
- Wed Jan 31, 2024 1:49 pm
- Forum: Gameplay Help
- Topic: Main Station for bus
- Replies: 3
- Views: 569
Re: Main Station for bus
The tracks connecting the waiting area with the station area is one big block, and the space right before the stations where you expect one train to wait for each station also belongs to this one block. Since one block can only be occupied by one train, only one train can wait in this area instead o...
- Sun Jan 28, 2024 3:09 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 19448
Re: Friday Facts #395 - Generic interrupts and Train stop priority
For example I have made a setup where a supply train automatically supplies all outposts with generic building materials and keeps them topped off. Most of the time it sits at base waiting for a outpost to request supplies. With this change it would be a constant blinking warning hazard and require...
- Tue Jan 23, 2024 8:15 pm
- Forum: General discussion
- Topic: Is there a specific reason why wood is so useless? [edit: I was wrong, it's not]
- Replies: 21
- Views: 2887
Re: Is there a specific reason why wood is so useless? [edit: I was wrong, it's not]
My final contribution to this thread
- Tue Jan 23, 2024 1:49 pm
- Forum: Gameplay Help
- Topic: Logic network long(ish) expressions
- Replies: 33
- Views: 2694
Re: Logic network long(ish) expressions
I like your explanations i'm always learning a lot, but i thought you were being too harsh saying adding +1 or -1 is a sign of something not done right, potentially discouraging players to use a trick. I seek beauty in creating circuit setups. Adding an 1 as workaround to make some signal not vanis...
- Mon Jan 22, 2024 9:31 pm
- Forum: Gameplay Help
- Topic: Logic network long(ish) expressions
- Replies: 33
- Views: 2694
Re: Logic network long(ish) expressions
The issue is that I no longer get a value of 4 to signal that the train should leave because one of the values cancels out and is not included. I think I can use the everything wild card though. If I say everything must be greater than 0 then if the value doesn't exist the train can still leave. Th...
- Mon Jan 22, 2024 8:37 pm
- Forum: Gameplay Help
- Topic: Logic network long(ish) expressions
- Replies: 33
- Views: 2694
Re: Logic network long(ish) expressions
Having to add +1 or -1 to have a value instead of no value is a sign of something not done right. Isn't that what you are doing with the constant combinator that adds 4x -1 on the right side ? Yes and no. The -1 is used to mark a signal, not to increase or decrease a value so it isn't zero any more...
- Mon Jan 22, 2024 7:26 pm
- Forum: Gameplay Help
- Topic: Logic network long(ish) expressions
- Replies: 33
- Views: 2694
Re: Logic network long(ish) expressions
If you want 50 items and have 50 items, why is canceling out both signals an issue? You don't need to do anything with that material, you have neither demand nor surplus. If you want to control an inserter, material > 0 as activation condition is false if material = 0. Having to add +1 or -1 to have...