Search found 470 matches
- Sat Jan 13, 2018 10:59 pm
- Forum: General discussion
- Topic: Inserters are the problem
- Replies: 3
- Views: 2247
Inserters are the problem
...And should be phased out for better technology through research or removed as a need by buildings (assy) which can input direct to belt. This would aid in transitioning to whatever higher throughput belt systems are implemented.
- Sat Dec 23, 2017 11:16 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 61084
Re: Friday Facts #222 - Christmas avalanche
I've often felt like all items should have a volume and cargo wagons should fill based on volume and not by arbitrary squares. This would bring everything in line with fluid wagons and allow for a more appropriate balancing.
- Tue Jun 13, 2017 7:13 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Train based warehouse (HIGH throughput, no bots)
- Replies: 6
- Views: 8513
Re: Train based warehouse (HIGH throughput, no bots)
In this setup you are not getting any sort of bonus from the train cars. In fact you are wasting potential storage of 3 steel chests I think.
...unless you just had an odd length gap you wanted to fill...
...unless you just had an odd length gap you wanted to fill...
- Tue Jun 13, 2017 5:57 pm
- Forum: Multiplayer
- Topic: LFP for a challenging modded playthrough. All are welcome :)
- Replies: 3
- Views: 2341
Re: LFP for a challenging modded playthrough. All are welcome :)
I am interested in playing and your time frame works for me. I am GMT-6 so that lines up right after work for me.
Definitely throw me in the hat.
Definitely throw me in the hat.
- Mon Jun 12, 2017 5:07 pm
- Forum: General discussion
- Topic: too lazy to explore
- Replies: 21
- Views: 10571
Re: too lazy to explore
Personally, If I am in a no biter game I use the map reveal command. If there are biters, it feels like cheating.
- Fri Jun 09, 2017 10:17 pm
- Forum: Gameplay Help
- Topic: Belt contents
- Replies: 4
- Views: 3050
Re: Belt contents
Unfortunately there isn't a tooltip that tells you what you are hovering over on a belt. Generally I would Hoover it up (Hold down F) and see what it is.
- Fri Jun 09, 2017 10:15 pm
- Forum: Show your Creations
- Topic: Tileable Kovarex enrichment plant
- Replies: 4
- Views: 4381
Re: Tileable Kovarex enrichment plant
Nice work on the idea. I am not sure it's truly tillable in the sense it is typically used but none the less good work.
- Thu Jun 08, 2017 8:16 pm
- Forum: Gameplay Help
- Topic: Train keeps getting destroyed :(
- Replies: 5
- Views: 3149
Re: Train keeps getting destroyed :(
I agree. I am not happy with the solution of "build a big wall around everything".
- Thu Jun 08, 2017 8:11 pm
- Forum: Ideas and Suggestions
- Topic: Train Repath When Stopped
- Replies: 8
- Views: 5706
Re: Train Repath When Stopped
Trains already do re-path every 5 seconds when stopped at chain signals when the destination is a stop that exists multiple times in the world. In theory this sounds good but the practice simply leaves empty bays for long periods of time. If you have 4 bays all named the same. Lets say a group of 4...
- Thu Jun 08, 2017 12:54 pm
- Forum: Not a bug
- Topic: [0.15.19] Rail preview display is displayed on the front
- Replies: 3
- Views: 1747
Re: [0.15.19] Rail preview display is displayed on the front
Just to be clear are you saying it is a bug that your player displays "under" the ghost rail?
- Thu Jun 08, 2017 12:26 pm
- Forum: Gameplay Help
- Topic: Need help with transition to mega-factory
- Replies: 9
- Views: 7060
Re: Need help with transition to mega-factory
I Do you switch to robots entirely eventually? What do you do when you start needing 8 blue belts of Iron etc.? Do you already design your factory for this point? Do you rebuild? Or do you just start a whole new main bus that is way upscaled? Think heavily about Compression. 2 Iron Compresses to 1 ...
- Thu Jun 08, 2017 12:17 pm
- Forum: Balancing
- Topic: Rail World less "raily" than a normal game
- Replies: 5
- Views: 9072
Re: Rail World less "raily" than a normal game
"Railworld" really feels more like "Less Resources Further Away" mode but i get the idea is for long distance trains.
In practice it doesn't lend as well to LOTS of trains but IDK if this is really a problem.
In practice it doesn't lend as well to LOTS of trains but IDK if this is really a problem.
- Thu Jun 08, 2017 12:14 pm
- Forum: Gameplay Help
- Topic: Nuclear reactor setup problem
- Replies: 6
- Views: 4835
Re: Nuclear reactor setup problem
HAH!Guenni7 wrote:Shokubai, I will call you Papa Noel (Santa Claus) from now on
- Thu Jun 08, 2017 12:13 pm
- Forum: Technical Help
- Topic: Server WLAN issues
- Replies: 5
- Views: 2616
Re: Server WLAN issues
Its stop gap fix but if a true LAN connection is not available to you do to some setting in your router Hamachi or Tungle may help you play as a "LAN" game.
- Thu Jun 08, 2017 4:00 am
- Forum: Technical Help
- Topic: Server WLAN issues
- Replies: 5
- Views: 2616
Re: Server WLAN issues
Sounds like your router is not port forwarding properly or is throttling UDP packets over wireless.
Is your WLAN on the same NAT? Same range of IP addresses as your LAN?
I would be curious to know if it worked over, say, a phone hotspot or from another physical location.
Is your WLAN on the same NAT? Same range of IP addresses as your LAN?
I would be curious to know if it worked over, say, a phone hotspot or from another physical location.
- Wed Jun 07, 2017 5:34 pm
- Forum: Ideas and Suggestions
- Topic: Train Repath When Stopped
- Replies: 8
- Views: 5706
Re: Train Repath When Stopped
hi I think this is a very good idea, because I often have the problem, the trains needlessly stand around, because the path they wanted to drive is blocked, although there are alternatives. Just lately a piece of rail has been destroyed. Thus trains have stopped in the unloading station and have re...
- Wed Jun 07, 2017 5:17 pm
- Forum: Gameplay Help
- Topic: Nuclear reactor setup problem
- Replies: 6
- Views: 4835
Re: Nuclear reactor setup problem
Had a chance to go look at your setup in game and I agree with the last post. Water is simply not getting through. I was able to reorganize your offshore pumps and pipes so that 1 water pump fed 1 row of heat exchangers and the whole system lit up like Christmas. The correct ratio of offshore pumps ...
- Wed Jun 07, 2017 3:07 pm
- Forum: Resource Spawner Overhaul
- Topic: Is there enough oil for megabases?
- Replies: 5
- Views: 4543
Re: Is there enough oil for megabases?
I have found that distance fixes all shortages in RSO. It becomes very easy to setup remote pumps and load fluid cars to keep up with production. This get's trivial as the game progresses and beacons can be added to pumpjacks. Honestly if you can secure 20-30 pumpjacks you would be hard pressed to h...
- Wed Jun 07, 2017 2:44 pm
- Forum: General discussion
- Topic: Ore Warehousing Help
- Replies: 4
- Views: 3608
Re: Ore Warehousing Help
Awesome work!
- Wed Jun 07, 2017 1:54 pm
- Forum: Show your Creations
- Topic: Early game mall/shop
- Replies: 4
- Views: 46452
Re: Early game mall/shop
Great job. I do something very similar but I prefer to make it easier to walk through or drive a train next to. https://forums.factorio.com/viewtopic.php?f=8&t=47944 I might recommend giving gears a full belt and maybe saving room for red next to green circuits. Also it looks like maybe your rai...