Search found 32 matches

by hale42
Mon Apr 12, 2021 3:21 am
Forum: Ideas and Suggestions
Topic: CTRL + Z Notification?
Replies: 7
Views: 2126

Re: CTRL + Z Notification?

I too have had this problem.
A simple "redo" just like the undo button that when hovered over will tell you what will happen, also a map ping would be great.
by hale42
Mon Feb 15, 2021 9:21 pm
Forum: Gameplay Help
Topic: [1.1.21]Stationary construction robots
Replies: 5
Views: 2393

Re: [1.1.21]Stationary construction robots

Where are they stationary at? I f they just float, they aren't in a network the y will run out of energy and add themselves to the nearest network. or the network has no space to put them (in the actual roboport) so they float waiting for something to do. If they are in the robo and just not seeing ...
by hale42
Sat Jan 02, 2021 11:05 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 589
Views: 327988

Re: Thank you (Make the dev-team happy today!)

Hello all I just wanted to give the devs some well earned kudos. When I first found factorio I thought I had a firm grasp on what was quality development and good programing from game developers. What I found in factorio was mind blowing for me. It started with a great game and was fueled by the Fri...
by hale42
Sat Jan 02, 2021 10:14 am
Forum: Gameplay Help
Topic: Trains still route to closest station (with limits set)
Replies: 37
Views: 12227

Re: Trains still route to closest station (with limits set)

I also thought this would solve more than it actually did. My trains "studder-step" their way to the limited station. Example: 50 trains, 3 stations limit 1 train each. Each station becomes active ALL 50 trains move toward the closest station, 49 trains recalculate to the next closest, 48 ...
by hale42
Sat Jan 02, 2021 9:45 am
Forum: Gameplay Help
Topic: logistic: push to storage
Replies: 9
Views: 3314

Re: logistic: push to storage

Depending on what type of mall you have you could build in a "recycling" aspect into it. My mall is bot-based so I have the few storage boxes in the network wired to requester chests that inserters take from and refill the passive provider chests of the production. Keeps everything neat an...
by hale42
Tue Jul 28, 2020 11:46 am
Forum: Ideas and Suggestions
Topic: Add concrete to Upgrade Planner
Replies: 34
Views: 9287

Re: Add flooring options to upgrade planner

any water->landfill any non-concrete/stone path/refined concrete->concrete the landfill alone would be great. right now my fix is download a mod to place water->make a 110x110 lake fill it in then place what i need to place on top of it. I would rather just tell the game to auto landfill or something
by hale42
Tue Jul 21, 2020 6:14 am
Forum: Gameplay Help
Topic: Nuclear power
Replies: 4
Views: 1904

Re: Nuclear power

basic pipe and underground pipe is only 1200/sec you can cheat it if you have a pipe with a pump and 2 exits (meaning one left one right) you will get a max of 2400 or close to it. tank to tank is max or something close to it. check your setup and look for the choke point of basic pipe and undergrou...
by hale42
Mon Jul 13, 2020 12:00 pm
Forum: Gameplay Help
Topic: Need help with setting a contidition for an inserter and a train
Replies: 7
Views: 2576

Re: Need help with setting a contidition for an inserter and a train

from the station (with read contents checked) have a arithmetic combinator set to "each *-1" and output "each" then hook that up with the inserter and set it to enable if less than desired amount. still filter at least one slot for ammo. another way (better i think) from station ...
by hale42
Mon Jul 13, 2020 11:46 am
Forum: Gameplay Help
Topic: Question circuit network
Replies: 6
Views: 2561

Re: Question circuit network

once you wrap your brain around the concept of how the combinators work it gets easier. imho its the final puzzle of the game and is alot of fun. I went from building things myself to having a dedicated train with a dedicated station then to my supply trains building things for me then to just a 2x5...
by hale42
Thu Apr 30, 2020 12:02 pm
Forum: Balancing
Topic: Destroyers require a buff
Replies: 9
Views: 4903

Re: Destroyers require a buff

back before the spitter upgrade, I used them in the tank, they did pretty well in very very large groups. Since the upgrade I haven't found a use for them. before the upgrade they are just a toy to use and after they are a boring toy to use sadly. IMO make the permanent just like the logi/const bots...
by hale42
Thu Apr 09, 2020 9:53 pm
Forum: Gameplay Help
Topic: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)
Replies: 30
Views: 9158

Re: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)

they are and they aren't. It seems like the game checks everything in an order, so if you have 2000 "work orders" and 400 of them cant be completed then the game rechecks periodically and it will bog down the game (not in a speed since but a time to complete orders). to fix the problem you...
by hale42
Sat Feb 08, 2020 7:54 pm
Forum: Gameplay Help
Topic: End Games Train Loading and Unloading
Replies: 11
Views: 4895

Re: End Games Train Loading and Unloading

I use a small smelter that produces/loads coal/stone/copper plates/iron plates/steel/uranium and even landfill/bricks/concrete and have bidirectional trains |(1 per patch) that just go back and forth from the smelter and mines. that whole setup is for a section of the map (eg. north area or southeas...
by hale42
Tue Jan 28, 2020 2:50 pm
Forum: Gameplay Help
Topic: Using mass amounts of water with Large Nuclear Build
Replies: 10
Views: 4477

Re: Using mass amounts of water with Large Nuclear Build

it should only provide 1200 due to the pipe section just before the 1st pump right? unless I'm missing something
by hale42
Tue Dec 31, 2019 7:38 am
Forum: Ideas and Suggestions
Topic: more functionality to blueprints/deconstruction planner via bots
Replies: 7
Views: 3258

Re: more functionality to blueprints/deconstruction planner via bots

...the main thing is cant it be coded.. Edit: the aspect that I think will be hardest/unable to code is the "place last" because it would require the game knowing whats in the blueprint (area and entities) and it would have to uniquely identify them from the rest of the game. As for the m...
by hale42
Sat Dec 28, 2019 12:56 pm
Forum: Ideas and Suggestions
Topic: more functionality to blueprints/deconstruction planner via bots
Replies: 7
Views: 3258

Re: more functionality to blueprints/deconstruction planner via bots

Holding Shift while placing a blueprint instructs bots to de-struct rocks/trees/cliffs where-ever they are in the way. OP mentioned that directly, but wants more control over it, possibly similar to these suggestions from earlier this month: https://forums.factorio.com/viewtopic.php?f=6&t=78843...
by hale42
Sat Dec 28, 2019 12:54 pm
Forum: Ideas and Suggestions
Topic: more functionality to blueprints/deconstruction planner via bots
Replies: 7
Views: 3258

Re: more functionality to blueprints/deconstruction planner via bots

... but wants more control over it... yeah I get it. But to me these kinds of posts are like asking for an advanced hammer when really you want a nail gun. It seems to me that they want to encourage the use of mods for these kinds of things. really its better bot construction, but i have seen posts...
by hale42
Fri Dec 27, 2019 1:52 pm
Forum: Ideas and Suggestions
Topic: more functionality to blueprints/deconstruction planner via bots
Replies: 7
Views: 3258

more functionality to blueprints/deconstruction planner via bots

TL;DR better automation and smaller blueprints. bot placing blueprints. more options for blueprints/construction/deconstruction and a smaller blueprint library What ? Basically add the ability for bots to place blueprints for blueprints to exist within blueprints (as well as deconstruction planner)...
by hale42
Thu Nov 21, 2019 1:04 pm
Forum: Gameplay Help
Topic: shift-click ammo to trash
Replies: 5
Views: 2095

Re: shift-click ammo to trash

I don't know if you can change it, but its being auto-moved to your ammo slot for your weapon.
by hale42
Thu Oct 03, 2019 8:47 pm
Forum: Implemented Suggestions
Topic: Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train)
Replies: 58
Views: 22192

Re: Option for disabling artillery auto target

even with the current system you cant target via remote unless there is an artillery turret with ammo near by.

a simple fix of "manual only" and enable on condition would solve so many problems
by hale42
Tue Jul 16, 2019 6:22 pm
Forum: Gameplay Help
Topic: Automatic insertion of robots
Replies: 21
Views: 13035

Re: Automatic insertion of robots

what I plan on putting together (I have all but the train to robo part done) is, a train that delivers robots then an inserter will add just one from the chest at the train stop then that one robot will fill the rest of the network with bots. a network "head" is used to determine whether o...

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