Search found 493 matches
- Sun Nov 01, 2020 9:43 am
- Forum: Ideas and Suggestions
- Topic: Option to build ghost automatically if out of reach.
- Replies: 10
- Views: 2249
Re: Option to build ghost automatically if out of reach.
Although building ghosts if out of reach would work well in some situations, I think there are many others when it would be strange or even annoying. As a different approach, but not quite the same, how about a toggle key that inverts the build ghost function of Shift? Like Caps Lock (which seems th...
- Sat Oct 31, 2020 12:07 pm
- Forum: Technical Help
- Topic: Mod settings still governing my save after mod uninstall?
- Replies: 5
- Views: 1544
Re: Mod settings still governing my save after mod uninstall?
Which values entered into these mod settings correspond exactly to vanilla? https://mods.factorio.com/mod/Clockwork https://mods-data.factorio.com/assets/abdb92ed770051d01fc83964c254fd203566ceae.png I could try setting those, and then removing the mod... I think that approach will work. The values ...
- Sun Oct 25, 2020 4:25 pm
- Forum: Gameplay Help
- Topic: Trains left turn question
- Replies: 10
- Views: 3787
Re: Trains left turn question
I’ve been getting into trains recently and am constantly seeing mentions of left turns being the devil in the megabase. Why? As far as I know it's nothing more than the fact that with a right hand drive network (which is most common), left turns require crossing the path of trains going the opposit...
- Sat Oct 24, 2020 1:40 am
- Forum: Minor issues
- Topic: [twinsen] [0.18.32] DNS/hostname with both IPv6 and IPv4, uses only IPv4, when using --mp-connect or GUI
- Replies: 16
- Views: 5445
Re: [0.18.32] DNS/hostname with both IPv6 and IPv4, uses only IPv4, when using --mp-connect or GUI
As it happens I have network client/server software development experience (and so I realise it is far from a trivial problem, particularly on the server side, and perhaps an even bigger problem to fix now) but it is plain for anyone to see that other software manages IPv4/IPv6 just fine. I'd be in...
- Fri Oct 23, 2020 12:56 pm
- Forum: Minor issues
- Topic: [twinsen] [0.18.32] DNS/hostname with both IPv6 and IPv4, uses only IPv4, when using --mp-connect or GUI
- Replies: 16
- Views: 5445
Re: [0.18.32] DNS/hostname with both IPv6 and IPv4, uses only IPv4, when using --mp-connect or GUI
The issue as I see it on our side: If the game has to choose between an IPv4 or an IPv6 adapter when doing network communication - the chances that a given IPv6 address will have internet connection *and* be what the user wants to use (host on or otherwise) is so near zero that we're statistically ...
- Sat Oct 17, 2020 9:10 am
- Forum: Ideas and Suggestions
- Topic: Dynamic train schedule
- Replies: 68
- Views: 23605
Re: Conditional stations in train schedule
Firstly, to be able to use "arrival conditions" for train fueling, you would also need to be able to set a condition based on fuel. I think that is not as simple as it may first appear due to multiple locomotives (which may be facing different directions) and fuel types. Like "Fuel i...
- Sat Oct 17, 2020 6:20 am
- Forum: Ideas and Suggestions
- Topic: Dynamic train schedule
- Replies: 68
- Views: 23605
Re: Conditional stations in train schedule
TL;DR Each station in train schedule has "arrival" conditions complenting the currently existing "departure" conditions. I have a feeling this (or similar) has been suggested before, but I can't find it; I think expressed as a way to say "Skip this stop if ...". Why ? ...
- Wed Oct 14, 2020 5:32 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 514813
Re: Simple Questions and Short Answers
I'm confused. I thought trains would reroute if their path was blocked. In the screen shot below my work train is blocking the normal path out of the refueling stations but there are four bypasses that have stations that they could use. The train path finding algorithm is documented in the Wiki. Tr...
- Mon Oct 12, 2020 7:59 pm
- Forum: General discussion
- Topic: Is high train braking force better? Not really...
- Replies: 20
- Views: 6680
Re: Is high train braking force better? Not really...
Huh, I hadn't realised you could get trains to decelerate a lot faster except "instant stop" (eg mine a rail on a train's only path)... But I don't think this should ever happen in normal circumstances, because when a train's stopping point reaches a signal it will either reserve the bloc...
- Mon Oct 12, 2020 5:11 pm
- Forum: General discussion
- Topic: Is high train braking force better? Not really...
- Replies: 20
- Views: 6680
Re: Is high train braking force better? Not really...
BUT : If the obstacle appears in between the train and its braking distance, the trains suddenly is able to decelerate a lot faster, to the point where you can even have an instantaneous stop. This happens when you have a bunch of regular signals that you turn red using circuit just in front of a f...
- Sat Oct 10, 2020 12:29 pm
- Forum: Outdated/Not implemented
- Topic: (Oversimplified, ignore please) Make chain signals the norm, and rail signals for experts
- Replies: 20
- Views: 5801
Re: Make chain signals the norm, and rail signals for experts
(I'll post this anyway as written just before it was updated/moved...) Indeed quite interesting idea. It really would lower the learning curve. But I’m not 100% sure. Because when you see chain signals on junctions, this picture changes. It needs to be tested, if that would make it really easier to ...
- Thu Oct 08, 2020 6:08 pm
- Forum: Questions, reviews and ratings
- Topic: Is there a mod that calculates total science production per minute?
- Replies: 2
- Views: 1124
Re: Is there a mod that calculates total science production per minute?
See the production statistics window; click the (graph line) icon above the minimap, or press the assigned key (P by default).
Bear in mind the effect of buffering.
Bear in mind the effect of buffering.
- Mon Oct 05, 2020 7:01 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 514813
Re: Simple Questions and Short Answers
I've been having trouble keeping my pipes full of water after the one directly in front of a pump on the line. I know it's really effective in filling up fluid wagons and such, but is it at all helpful for shuttling liquids down your bus line? Or should there maybe only be one at the origin of the ...
- Sat Oct 03, 2020 9:03 am
- Forum: Ideas and Suggestions
- Topic: Set priority for FILTER variant inserters to remove from partial stacks before full stacks.
- Replies: 7
- Views: 2337
Re: Set priority for FILTER variant inserters to remove from partial stacks before full stacks.
Why? I have built a pretty good and stable smart loading and unloading system. It uses circuitry to solve all kinds of issues related to stack size control and filter setting, as well as keeping track of what's in the wagon and what has been removed. The last issue I face is the following: As the l...
- Tue Sep 29, 2020 1:03 pm
- Forum: Not a bug
- Topic: Requester chest driven by constant combinator(s)
- Replies: 8
- Views: 2888
Re: Requester chest driven by constant combinator(s)
This is not a bug. I think a bit of expansion on that would have been appreciated. As I understand it: the limitation is that a requester chest can only request 30 different items, as you can see when you open the chest. If requests are set by the circuit network, a requester chest will ignore sign...
- Mon Sep 28, 2020 4:58 pm
- Forum: Gameplay Help
- Topic: Way to see what's slowing the game down exactly?
- Replies: 19
- Views: 5629
Re: Way to see what's slowing the game down exactly?
As for single threaded - I've set task manager to show individual cores, and they're all equally balanced at about 45-55% utilization. Individual cores view is usually pretty meaningless, apart from showing the number of cores. Each thread will typically be scheduled on different cores effectively ...
- Mon Sep 21, 2020 10:28 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Rocket Control Unit and Low-Density Structures
- Replies: 3
- Views: 11904
Re: Rocket Control Unit and Low-Density Structures
Hello 4 year old post, I noticed your blueprint strings are incompatible with version 1. Does anyone have these blueprints and could you please share the new blueprint string please? I very much like the look of the low density structure factory and would like to use it in my game, especially now t...
- Mon Sep 21, 2020 8:53 am
- Forum: Ideas and Suggestions
- Topic: Reduce Module Graphic on Mining Drills
- Replies: 4
- Views: 1120
- Mon Sep 21, 2020 6:08 am
- Forum: Gameplay Help
- Topic: Tackling the yellow science production
- Replies: 7
- Views: 2536
Re: Tackling the yellow science production
So I guess yellow bottle is the last bottle I need to produce right? Am I almost at the end of the game? After utility science you'll also need to build the rocket. You can also put a satellite in the rocket, which will give you space science packs. You can keep going with them, faster and faster; ...
- Mon Sep 21, 2020 3:22 am
- Forum: Gameplay Help
- Topic: Lack of power
- Replies: 4
- Views: 1272
Re: Lack of power
I have so many accumulators, maybe 100 and also solar cells but still at night battery gets juiced up..... also as you can see I have so much power at disposal but accus are not filling that fast, what to do? https://pasteboard.co/JrZkR23.png Your image shows 341 solar panels (producing 20.5MW), 61...