Search found 118 matches
- Thu Sep 25, 2025 10:22 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 25
- Views: 1063
Re: Let's talk train design
Hmm. You are right. It is not straightforward that it does not work for loading. -> I think it can be made that way, that it does not have to empty, so it "remember" what to load and unload all the time, because the cargo is not empty. "I got oil, okay I start to unload it. I am almost empty ...
- Thu Sep 25, 2025 2:30 am
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 25
- Views: 1063
Re: Let's talk train design
Nooby question but is the reason why you'd need/want something more complex than the standard "bag of trains" interrupt-based approach described in the FFF just around not needing to make as many trains? I've been using that for a bit and haven't really ramped up too much but I did notice ...
- Wed Sep 24, 2025 10:57 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 25
- Views: 1063
Re: Let's talk train design
Nooby question but is the reason why you'd need/want something more complex than the standard "bag of trains" interrupt-based approach described in the FFF just around not needing to make as many trains? I've been using that for a bit and haven't really ramped up too much but I did notice that ...
- Wed Sep 24, 2025 9:20 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 25
- Views: 1063
Re: Let's talk train design
Nooby question but is the reason why you'd need/want something more complex than the standard "bag of trains" interrupt-based approach described in the FFF just around not needing to make as many trains? I've been using that for a bit and haven't really ramped up too much but I did notice that it ...
- Wed Sep 24, 2025 5:35 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 25
- Views: 1063
Re: Let's talk train design
I re-read the FFFs and didn't see where they mention LTN specifically. The idea that interrupts can *replace* LTN in a working factory was the immediate reaction to those blog posts. But the community has been trying for a year and a half to *replicate* LTN with interrupts alone and largely failed ...
- Wed Sep 24, 2025 4:56 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 25
- Views: 1063
Re: Let's talk train design
reply
What you describe is essentially the intended approach from the FFF. Their solution is really only intended to abstract away the train type and schedule and not be a "vanilla LTN".
However, in the FFF, they say that LTN is one of the things you can build with this system. I am interested ...
- Wed Sep 24, 2025 3:10 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 25
- Views: 1063
Re: Let's talk train design
New idea:
- Have a supply train attempt to go to the requester first. If destination not full, reroute to a supplier. If destination full, go to wait for some duration.
---- Reason: Even if 11 suppliers are open, only one train will dispatch if only one requester is open. The rest will fail the ...
- Have a supply train attempt to go to the requester first. If destination not full, reroute to a supplier. If destination full, go to wait for some duration.
---- Reason: Even if 11 suppliers are open, only one train will dispatch if only one requester is open. The rest will fail the ...
- Wed Sep 24, 2025 12:53 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 25
- Views: 1063
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 ...
- Fri Sep 05, 2025 1:10 pm
- Forum: General discussion
- Topic: If you could land on the Shattered Planet, what would it be like?
- Replies: 10
- Views: 1084
Re: If you could land on the Shattered Planet, what would it be like?
The core of the planet is where all the gravity is. That will pull heavier elements down. So, the sky's the limit. Because we don't know what promethium is, and what it's elemental properties are. So we don't know what is there.
Heavier elements could include things like gold, or uranium. Gravity ...
- Wed Sep 03, 2025 1:02 am
- Forum: General discussion
- Topic: If you could land on the Shattered Planet, what would it be like?
- Replies: 10
- Views: 1084
Re: If you could land on the Shattered Planet, what would it be like?
Considering how ships usually crash-land there, I'd imagine a world filled with rogue turrets, biters, maybe a few spidertrons and tanks, all shooting at each other and the player. There will be scraps recycling to legendary buildings while spawning tough living enemies when recycled.
With the ...
- Tue Sep 02, 2025 2:57 pm
- Forum: General discussion
- Topic: If you could land on the Shattered Planet, what would it be like?
- Replies: 10
- Views: 1084
Re: If you could land on the Shattered Planet, what would it be like?
I'll go first. Little islands which can't be connected by rails, belts, or maybe even bots. Instead you attach engines to them so you can push production around as needed. These can be scheduled like trains. You need some mechanic to keep the player from bunching up too many of them.
- Tue Sep 02, 2025 2:55 pm
- Forum: General discussion
- Topic: If you could land on the Shattered Planet, what would it be like?
- Replies: 10
- Views: 1084
If you could land on the Shattered Planet, what would it be like?
Not sure if this topic has come up before but the idea interests me (and hopefully some of you).
What would the Shattered Planet game mechanics be? What tech would you unlock and take back to Nauvis?
What would the Shattered Planet game mechanics be? What tech would you unlock and take back to Nauvis?
- Fri Aug 29, 2025 9:48 pm
- Forum: General discussion
- Topic: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
- Replies: 86
- Views: 44669
Re: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
The older I get the more I think younger generationa smoke crack during their childhood. What am I reading in this thread ...
Lol man. I agree.
I come back after a year and this thread is still alive. The devs put in hard work to make this awesome game and here people are, whining about the ...
- Fri Aug 29, 2025 9:43 pm
- Forum: Gameplay Help
- Topic: Astroid build-up at low speed on trip to shattered planet
- Replies: 7
- Views: 872
Re: Astroid build-up at low speed on trip to shattered planet
This is a minor point, but smaller is not faster.
Size isn't the only factor for speed.
Maximum platform speed can be determined by some formula. Somebody posted it, unfortunately I didn't kept a link. Speed is decreased by weight and platform width (the wider the slower). Speed is increased ...
- Fri Aug 29, 2025 9:41 pm
- Forum: Combinator Creations
- Topic: All your space crusher needs with only 3 crushers!
- Replies: 2
- Views: 3634
Re: All your space crusher needs with only 3 crushers!
I took another look at my brain system here after noticing some jank with it and oh boy was it absolutely riddled with bugs, useless conditions, and other nonesense-ry. So, I spent like, 2.5 hours figuring it all out and fixing it!
Just went through this myself. Started playing again and built ...
- Wed Aug 27, 2025 4:27 pm
- Forum: Gameplay Help
- Topic: Astroid build-up at low speed on trip to shattered planet
- Replies: 7
- Views: 872
Re: Astroid build-up at low speed on trip to shattered planet
Perhaps I'll move to smaller faster ships in the future but at the moment I'm quite fond my giant ships!
This is a minor point, but smaller is not faster. The fastest ships I've seen (and built) are huge and wide. See the post on "ships that can reach shattered planet." The first several are ...
- Mon Aug 25, 2025 12:07 am
- Forum: General discussion
- Topic: Does space age change anything?
- Replies: 8
- Views: 1908
Re: Does space age change anything?
...Or does it just introduce you to the a different biome with some biome centric buildings but it's the same gameplay with the same progression of buildings? You just essentially start over to get to the next biome?
The experience of landing on a new planet is like being presented with a ...
- Sun Mar 02, 2025 4:40 pm
- Forum: General discussion
- Topic: Quality kills trains?
- Replies: 9
- Views: 2333
Re: Quality kills trains?
The claim in the op is basically "turbo belt throughput is higher than train throughput." It's not, though. A single track with back-to-back trains has an insanely high throughput. I don't know what it is, but when people do intersection throughput testing, they regularly exceed 100 trains per ...
- Sun Feb 09, 2025 9:26 pm
- Forum: Combinator Creations
- Topic: Cursed Kovarex
- Replies: 0
- Views: 860
Cursed Kovarex
This is not a new idea, but now with the "read working" signal on centrifuges there's a clean way to make cursed Kovarex enrichment.
The unloading inserter triggers when all 4 machines are working (signal W = 4). The downside is that the machines can possibly overload with U-235. This could easily ...
The unloading inserter triggers when all 4 machines are working (signal W = 4). The downside is that the machines can possibly overload with U-235. This could easily ...
- Thu Feb 06, 2025 3:11 pm
- Forum: Gameplay Help
- Topic: Holmium ore - no other source than scrap?
- Replies: 4
- Views: 13438
Re: Holmium ore - no other source than scrap?
Depending on what quality you've got to work with, it's possible to make recycler loops that recycle everything and filter out just what you need, be that holmium, stone, batteries, whatever. You can basically turn any given scrap pile into a source of just some subset of the resources.