Search found 31 matches
- Mon Oct 21, 2019 7:30 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 407770
Re: [MOD 0.17] Industrial Revolution
No, working as intended. It is confusing for the player if they have iron in the starting area but can't use it for a couple of hours. RNG map generation is RNG, getting the occasional "bad map" has been with us since at least 2015, and that's what the map preview is for. Won't change it,...
- Wed May 23, 2018 6:23 am
- Forum: Releases
- Topic: Version 0.16.45
- Replies: 12
- Views: 15360
Re: Version 0.16.45
I was wondering why my mining productivity only cost 1 pack, I was about to start rifling through my mods to find a guilty culprit :p Hotfixes like this remind me of the Nerd³ video that got me into factorio, where he credited the game by saying he could only find one bug, and that was just a nuisan...
- Fri Dec 29, 2017 10:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.8] Requester chest do not request stuff ...
- Replies: 36
- Views: 11958
Re: [0.16.8] Requester chest do not request stuff ...
Im not sure whats causing it. in my factory, only my artillery shell requester chests werent working (at least theyre the only ones i can find that arent fulfilling requests)
- Sat Dec 23, 2017 8:49 am
- Forum: Technical Help
- Topic: [0.16.x, Modded] Achievements resetting every game boot
- Replies: 0
- Views: 676
[0.16.x, Modded] Achievements resetting every game boot
Not a game breaking bug, but certainly annoying after a few times; every time i load factorio, the ingame achievements (i have disabled steam achievements) are reset, so within a few seconds of loading a game, i get achievements for production rates of iron plates and circuits, shortly followed by &...
- Sat Mar 25, 2017 9:32 am
- Forum: General discussion
- Topic: Bitter Attacks??????
- Replies: 7
- Views: 4079
Re: Bitter Attacks??????
In my current factory, there's one problematic large pole on my main power supply along my rails, right next to an iron mining outpost that gets destroyed almost every time the outpost is attacked, i don't know own why the biters don't like that pole in particular, just that two or three brave const...
- Mon Feb 27, 2017 1:12 pm
- Forum: Gameplay Help
- Topic: Trainstation Disaster
- Replies: 4
- Views: 2130
Re: Trainstation Disaster
As for all junctions, if in doubts, look at every entrance and exit to the junction, including two-way rails; then always chain signal in, regular signals out, and separate "main lines" (lines for passing the junction without crossing other "main lines" with other chain signals s...
- Mon Dec 05, 2016 8:54 am
- Forum: Duplicates
- Topic: [0.12.29] Starting in the middle of an ocean
- Replies: 166
- Views: 62297
Re: Funny map generation results
You even have a small patch of grass to cultivate potato's on for sustenance, just sit back, relax, and wait for the rest of space-age humanity to come looking for the genius engineer who can build huge steam engines with his bare hands in a matter of seconds
- Wed Nov 09, 2016 8:54 am
- Forum: Gameplay Help
- Topic: Issue with oil barrels
- Replies: 9
- Views: 4065
Re: Issue with oil barrels
It might help to put a tank somewhere along the pipe as well, so that the pump jacks keep working even when there's no train for a while, then the barrels get loaded quickly whilst there's a small buffer. I use rail tanker mod, and always load directly from and to tanks. With extra pumps to keep the...
- Fri Nov 04, 2016 10:10 am
- Forum: Gameplay Help
- Topic: Trains signal, what am i missing?
- Replies: 17
- Views: 6653
Re: Trains signal, what am i missing?
Trying to get a train to bypass a station on its schedule isn't impossible let, it would just take some combinator magic: hold the signal into the bypass on red until the waiting bay you want to clear is occupied, then open the bypass lane, should only take an extra signal in the waiting area and a ...
- Thu Nov 03, 2016 7:37 am
- Forum: Gameplay Help
- Topic: Trains signal, what am i missing?
- Replies: 17
- Views: 6653
Re: Trains signal, what am i missing?
Put a pair of regular signals just after the split, the train at the station is in the same block the chain signals lead into.
Remember, chain signals at every entrance to a "shared block", regular signals at every exit
Remember, chain signals at every entrance to a "shared block", regular signals at every exit
- Thu Oct 27, 2016 11:54 am
- Forum: Gameplay Help
- Topic: number of refineries?
- Replies: 7
- Views: 16880
Re: number of refineries?
You do realize the OP didn't ask "how do you like to play?", but "how many refineries are needed for a given number of oil fields?". I do, and the direct answer quickly becomes more complicated than I believe the OP wanted (that is, it's based on yield and even pressure if you'r...
- Thu Oct 27, 2016 9:36 am
- Forum: Gameplay Help
- Topic: number of refineries?
- Replies: 7
- Views: 16880
Re: number of refineries?
You do realize the OP didn't ask "how do you like to play?", but "how many refineries are needed for a given number of oil fields?". I do, and the direct answer quickly becomes more complicated than I believe the OP wanted (that is, it's based on yield and even pressure if you'r...
- Thu Oct 27, 2016 8:18 am
- Forum: General discussion
- Topic: Future Nuclear Power / Dirty Mining Mechanics
- Replies: 9
- Views: 7472
Re: Future Nuclear Power / Dirty Mining Mechanics
I like the complex nature of uranium mining/processing, using sulphuric acid in mining (since one plant producing it makes so much, and batteries and blue circuits don't use all that much), and the idea of one dirty mining module pumping out multiple ores, requiring a sorting facility before stuffin...
- Thu Oct 27, 2016 6:19 am
- Forum: Gameplay Help
- Topic: number of refineries?
- Replies: 7
- Views: 16880
Re: number of refineries?
I work in a modular fashion. I work on the idea of having plenty of oil arriving by train. Then go nuts with refineries. Remember, there's no such thing as over-production, only under-consumption. I have about 14 refineries taking oil from three trains worth of outposts (one picks up all the deplete...
- Wed Oct 26, 2016 3:33 pm
- Forum: Gameplay Help
- Topic: Killing Big Worms without oil
- Replies: 16
- Views: 6964
Re: Killing Big Worms without oil
Make heavy armour, pack a load of turrets and ammo, use the auto fill mod, then sprint full charge into the base placing turrets wherever there's space (hold lmb)
It's messy as hell, and you'll lose a few turrets, but it works
It's messy as hell, and you'll lose a few turrets, but it works
- Mon Oct 24, 2016 2:43 pm
- Forum: Gameplay Help
- Topic: How to fill up outpost?
- Replies: 9
- Views: 4047
Re: How to fill up outpost?
Easy to do with vanilla items and some combinator magic. 1. Build a constant combinator and input the number of items you wish to have stored in the outpost. (As an example, 10 ammo) http://imgur.com/Hm4hnii.png 2. Build a arithmetic combinator, connect the output from the arithmetic combinator and...
- Mon Oct 24, 2016 6:51 am
- Forum: General discussion
- Topic: Information on why things are failing!
- Replies: 10
- Views: 8209
Re: Information on why things are failing!
Just for the benefit of those of us who are not familiar with this part of the internet, why do people invest time effort and money to carry out DDOS attacks that bring down public DNSs? I get that evil "cyber criminals" send out malicious emails and add and such to recruit the computers a...
- Fri Oct 21, 2016 7:11 am
- Forum: Gameplay Help
- Topic: Full speed lane / dual lane network
- Replies: 2
- Views: 1856
Re: Full speed lane / dual lane network
Sounds like a nice challenge, use combinators with timing and a rapid reset to calculate the speed of a train and manipulate a signal to force a train into another lane if it's going fast enough. As for crossing tracks without disturbing other traffic, there isn't a nice way, but if your trains are ...
- Fri Oct 14, 2016 2:24 pm
- Forum: Gameplay Help
- Topic: How to get robot count
- Replies: 5
- Views: 16809
Re: How to get robot count
Roboports can output what you're after. Connect one with a red or green wire and they will output both the available and total number of robots in the entire system (but only from that logistics network)
- Thu Oct 13, 2016 9:56 am
- Forum: Ideas and Suggestions
- Topic: Containerization
- Replies: 19
- Views: 10052
Re: Containerization
My 2 cents: At each wagon. The gantry has two places to drop a delivered container, say left and right. The gantry can drop a container into one spot for unloading and load an empty container, so the train only waits as long as it takes to move the containers. My issue is that 6 stack inserters can ...