Search found 1428 matches

by Tertius
Fri Sep 26, 2025 8:25 am
Forum: Gameplay Help
Topic: Let's talk train design
Replies: 27
Views: 1250

Re: Let's talk train design


Have you ever wished that your trains could behave like logistic robots? If so, then that's what this idea is.

I would like to answer this as well. No, I never wished trains could behave like logistic robots.

Logistic robots are inefficient if you just place a roboport for area coverage and let ...
by Tertius
Thu Sep 25, 2025 8:01 pm
Forum: This Forum
Topic: Forum search discards too many common words
Replies: 8
Views: 572

Re: Forum search discards too many common words

The 3 letter words seem to be already ignored by the forum software, not even being sent to the mysql search engine. Otherwise it wouldn't be indicated as "ignored". There must be some setting to increase the length within the forum software as well. Or it read from the mysql config, cached the ...
by Tertius
Thu Sep 25, 2025 10:04 am
Forum: Gameplay Help
Topic: Help needed for circuit network, problem with synchronisation
Replies: 4
Views: 222

Re: Help needed for circuit network, problem with synchronisation

The combinator performing the division (iron plates / T) never gets any iron plate signal. At its input, there is nothing connected that can ever provide this signal.
I don't understand the contraption as a whole and don't understand if it's important, but this part is definitely not correct.
by Tertius
Thu Sep 25, 2025 9:07 am
Forum: Gameplay Help
Topic: Let's talk train design
Replies: 27
Views: 1250

Re: Let's talk train design


Yeah, that's the dream. I think you can probably do it with a centralized system, but I am lazy and don't want to build (another) huge combinator brain. Good luck though!

As for the trip planning, I do everything I can to let the game mechanics do that for me. One of my tricks is to attach a ...
by Tertius
Thu Sep 25, 2025 8:45 am
Forum: Gameplay Help
Topic: Let's talk train design
Replies: 27
Views: 1250

Re: Let's talk train design


My main problem is the following:

Your build contains a mistake, based on wrong assumption about the wildcard expansion. Use it for unloading, but not for loading.

The idea is to start with an empty train. Completely empty. For an empty train, no green cargo or fluid wildcard can match. So you ...
by Tertius
Wed Sep 24, 2025 6:00 pm
Forum: Gameplay Help
Topic: Let's talk train design
Replies: 27
Views: 1250

Re: Let's talk train design



From https://www.factorio.com/blog/post/fff-389:

We have been asked to do something like 'logistic trains' many times. Schedule interrupts provide a more generic system, where logistic trains is just one of the things you can build from it. For example, you can have a system where you let the ...
by Tertius
Wed Sep 24, 2025 5:18 pm
Forum: Gameplay Help
Topic: Let's talk train design
Replies: 27
Views: 1250

Re: Let's talk train design


I do appreciate your response, but I'm not interested in "stop asking the wrong question" types of replies. If I'm at the stage of the game where I can even ask this question and enumerate the alternatives and their flaws, I am already aware of how to build the basic "bag of trains".

I didn't ...
by Tertius
Wed Sep 24, 2025 3:37 pm
Forum: Gameplay Help
Topic: Let's talk train design
Replies: 27
Views: 1250

Re: Let's talk train design


Here is something that's currently on my mind. We all want to build a logistic train system in vanilla. It sounded so easy in the FFF. Here's the problem: The natural way to do it with interrupts doesn't work with multiple provider stations. I think by now, all the train afficianados know the type ...
by Tertius
Wed Sep 24, 2025 9:40 am
Forum: Gameplay Help
Topic: Question Regarding Blueprints
Replies: 5
Views: 225

Re: Question Regarding Blueprints

I don't use extra functions like ALT-B or clicking on the shortcut bar for creating blueprints. Since it's probably very common to use ctrl-c to copy things, notice you create a blueprint if you hold SHIFT while selecting items for copy. So alternate blueprint creation is: activate copy tool with ...
by Tertius
Tue Sep 23, 2025 5:19 pm
Forum: Questions, reviews and ratings
Topic: Calculator Mod in Space AGE ?
Replies: 9
Views: 749

Re: Calculator Mod in Space AGE ?

I use Rate Calculator. It's so easy to use and needs no planning or concept as preparation, because you can add and remove machines individually with single clicks and you immediately see the calculated rate, so you can just add/remove until you get the ratios correct. I actually lost the ability to ...
by Tertius
Tue Sep 23, 2025 1:56 pm
Forum: Gameplay Help
Topic: Quality math question
Replies: 4
Views: 418

Re: Quality math question

A quality increase chance of 12.8% or p=0.128 means:

p(normal+) = p^0
p(uncommon+) = p^1
p(rare+) = p^2
p(epic+) = p^3
p(legendary)=p^4

or

p(legendary) = 0.128^4 = 0.000268435

To get 1 legendary item average, you need 1/p = 3725.29 crafts

You say 1 craft takes 30 seconds, so you need 3725.29 ...
by Tertius
Fri Sep 19, 2025 1:18 pm
Forum: Show your Creations
Topic: Keeping Creations in One Place
Replies: 1
Views: 197

Re: Keeping Creations in One Place

I occasionally create stuff meant as long term contribution. Nothing important, just stuff that comes up. I post this in the appropriate place, be it somewhere here in the forum, or in the wiki, or in factoriobin.com, and save a browser bookmark to my Factorio browser bookmark folder to find it ...
by Tertius
Fri Sep 19, 2025 12:55 pm
Forum: Technical Help
Topic: can't delete savefiles
Replies: 6
Views: 511

Re: can't delete savefiles

With a reliable internet connection and a reliable PC, Steam doesn't mess up its cloud sync. I'm glad I have this as backup and as option to continue playing on a different machine, and this is one of the reasons I'm playing the Steam version and not the standalone version.

Good to know is the link ...
by Tertius
Sun Sep 14, 2025 9:59 am
Forum: General discussion
Topic: Mobile Version in the future?
Replies: 20
Views: 7214

Re: Android base game

It's probably not entirely impossible to port Factorio to Android, because the hardware abstraction library used is SDL, and SDL is available for Android. However, I guess a touch interface isn't what Factorio was designed for. Given all the interactions with the map, it's like trying to manufacture ...
by Tertius
Wed Sep 10, 2025 5:58 pm
Forum: Gameplay Help
Topic: Creating 'Probes' for train pickup interrupts and potential for conflicting interrupts?
Replies: 4
Views: 812

Re: Creating 'Probes' for train pickup interrupts and potential for conflicting interrupts?

Doing it backwards and computing destinations isn't feasible, because it's too complex for no benefit. Too many edge cases. The game engine doesn't properly support this.

Having one universal unloading station with a sorting facility behind is a bottleneck, because it doesn't scale. It can unload ...
by Tertius
Wed Sep 10, 2025 5:29 pm
Forum: Gameplay Help
Topic: How can I use Interrupts to go to Parametrized Pickup Stations?
Replies: 20
Views: 9675

Re: How can I use Interrupts to go to Parametrized Pickup Stations?


The issue is , I can't get to think of how to send mixed type trains requester signals

This is where everyone fails, because the Factorio engine doesn't really support this. Especially it doesn't support keeping a depot of empty trains, and if demand arises sending an empty train to a loading ...
by Tertius
Tue Sep 09, 2025 7:37 am
Forum: Gameplay Help
Topic: Creating 'Probes' for train pickup interrupts and potential for conflicting interrupts?
Replies: 4
Views: 812

Re: Creating 'Probes' for train pickup interrupts and potential for conflicting interrupts?

It's difficult to give advice for interrupts if we don't know your intended train design. An interrupt driven design usually starts with one static schedule entry for a station the train will always visit as default. At start any train is empty, so the static entry is usually one that will load ...
by Tertius
Mon Sep 08, 2025 9:47 am
Forum: Duplicates
Topic: [2.0.66] Achievements unlock on Steam for modded save
Replies: 1
Views: 347

[2.0.66] Achievements unlock on Steam for modded save

I just loaded my modded big save without any mods in 2.0.66 Windows and a bunch of achievements unlocked retroactively on Steam after loading finished.
I guess that's not right - a modded save should be marked as modded forever and never unlock Steam achievements again.

What I did:
Yesterday ...
by Tertius
Thu Sep 04, 2025 5:19 pm
Forum: Gameplay Help
Topic: Gleba "growth? = prevent build
Replies: 1
Views: 348

Re: Gleba "growth? = prevent build (I do NOT know if this is a real bug)

As far as I remember, the chunks need to be uncovered if you force place a blueprint and want automatic deconstruction to happen. For any hidden chunk, ghosts that would collide with obstacles aren't placed and no obstacles aren't marked for deconstruction. This will happen for parts of the ...
by Tertius
Thu Sep 04, 2025 5:01 pm
Forum: Gameplay Help
Topic: Heat pipe throughput not enough
Replies: 6
Views: 719

Re: Heat pipe throughput not enough

If I upgrade my tileable 2x6 setup to legendary reactors, heat exchangers, pumps and steam turbines with an upgrade plan, no other changes except setting the control so the reactors heat up to 1000°C, I'm not able to get 100% output. But not much less.

A single tile (4.4 GW) toggles between 4.3 and ...

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