Search found 318 matches
- Mon Nov 07, 2016 8:53 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 515158
Re: Simple Questions and Short Answers
My eyes are going a little crosseyed because you drive on the opposite side that I do, but I can't see any issues with that setup.
- Mon Nov 07, 2016 6:29 pm
- Forum: General discussion
- Topic: RoRo vs Terminus (was Loop vs 2-headed train network)
- Replies: 91
- Views: 68406
Re: Loop vs 2-headed train network
He might have just been pointing out the possible oxymoron there, you never know.theRustyKnife wrote:What's wrong? Just surprised I had no problems with it?
In that case it's because I don't have the entire network like that, only the places where it's appropriate - without much traffic going through
- Mon Nov 07, 2016 1:51 pm
- Forum: Ideas and Suggestions
- Topic: Upgrade techs for trains and belts
- Replies: 16
- Views: 5826
Re: Upgrade techs for trains and belts
I'm always a little surprised that trains don't slow down in curves - a missed opportunity for optimization vs compactness, I would think. And personally, it's not more top speed that I want, it's more acceleration and braking power, which speeds up the I/O for queues, and reduces the time penalty w...
- Mon Nov 07, 2016 4:08 am
- Forum: Ideas and Suggestions
- Topic: different platforms
- Replies: 6
- Views: 1666
Re: different platforms
There's a demo too, don't forget. I found it to do a very good job of giving you a taste for what the game's all about.
- Sun Nov 06, 2016 11:48 pm
- Forum: General discussion
- Topic: RoRo vs Terminus (was Loop vs 2-headed train network)
- Replies: 91
- Views: 68406
Re: Loop vs 2-headed train network
I'm firmly in the "Loop" camp, but neither approach is a game-breaker for most situations. I just can't think of any benefit to the double-headed method EXCEPT for when you don't have enough room to loop. Meanwhile, half the locomotives are deadweight at any given point, you need to get co...
- Sun Nov 06, 2016 9:37 pm
- Forum: General discussion
- Topic: My guide to "There is no spoon" (14.X version)
- Replies: 35
- Views: 45867
Re: My guide to "There is no spoon"
Nice writeup, always interesting to see these sort of walkthroughs. There are a lot of instincts and learned behaviours that you pick up while getting good at Factorio, but you need to toss a few of them away when going for the eight hour run. I always find it amusing to see how small the bases tend...
- Sun Nov 06, 2016 3:37 am
- Forum: General discussion
- Topic: Since 0.14 is stable
- Replies: 5
- Views: 2429
Re: Since 0.14 is stable
Heh, I totally forgot about Spidertron. Someday...
- Sun Nov 06, 2016 2:02 am
- Forum: Ideas and Suggestions
- Topic: Combining, Splitting, and Balancing Large Numbers of Belts
- Replies: 69
- Views: 21598
Re: Combining, Splitting, and Balancing Large Numbers of Belts
Well i'm specifically talking about the point at which it does get awkward as all hell. As an admittedly extreme example my current setup for copper roe has to feed 10 lines of miners down into 8 whilst balancing and compressing. My Irone ore is 13 into 20. (both those outputs go through a belt->st...
- Sun Nov 06, 2016 12:18 am
- Forum: Ideas and Suggestions
- Topic: Combining, Splitting, and Balancing Large Numbers of Belts
- Replies: 69
- Views: 21598
Re: Combining, Splitting, and Balancing Large Numbers of Belts
I suppose it's a matter of opinion how big a problem this is. While current belt balancer designs are obviously more than a single space solution, you can usually combine/split quite a few lanes before things get really awkward.
- Sat Nov 05, 2016 7:15 pm
- Forum: Ideas and Suggestions
- Topic: Upgrade techs for trains and belts
- Replies: 16
- Views: 5826
Re: Upgrade techs for trains and belts
Trains IMO need a bit of updating, always bugged me the "diesel locomotive" is powered by coal, and we could do with an electric train. I can't count the number of times, during remote field tests of trains, I've resorted to just throwing a handful of wooden boxes or power poles in, just ...
- Sun Oct 30, 2016 4:53 pm
- Forum: Ideas and Suggestions
- Topic: Things should break
- Replies: 24
- Views: 5452
Re: Things should break
I think there were two different ideas involved here. The first was a simple degradation proposal, but considering that there are only two ways to fix things in this game, it basically boiled down to either 1) tedious manual upkeep on everything, or 2) near-mandatory 100% roboport coverage and the a...
- Sun Oct 30, 2016 4:34 pm
- Forum: Implemented Suggestions
- Topic: Erase-All/Replace-All via Blueprint Editor
- Replies: 3
- Views: 3110
Re: Erase-All/Replace-All via Blueprint Editor
Yes. Both mods are in my opinion very useful, a must-have and should be added to vanilla as a combination of both plus much more usability (see this thread and the linked others) into a completely new tool. Added to https://forums.factorio.com/viewtopic.php?f=80&t=17948 Filters on (De)construct...
- Sun Oct 30, 2016 2:02 am
- Forum: Ideas and Suggestions
- Topic: Little Quirks
- Replies: 132
- Views: 43483
Re: Little Quirks
That's fair I suppose, although I wouldn't have thought that a single pythagorean equation for each item would be that taxing? Or a simply prioritizing any any object who's x/y coordinates are numerically within a certain distance of the player's? Not a huge deal, granted, and easily accommodated by...
- Sun Oct 30, 2016 12:28 am
- Forum: Ideas and Suggestions
- Topic: Little Quirks
- Replies: 132
- Views: 43483
Re: Little Quirks
When building and deconstructing, particularly with personal roboports, it would be nice if the bots would prioritize closer stuff. I mean, I specifically stand in the middle of the ghost blueprint, to give them the shortest possible flight times, and half of them immediately go to place something a...
- Sun Oct 30, 2016 12:22 am
- Forum: Implemented Suggestions
- Topic: Erase-All/Replace-All via Blueprint Editor
- Replies: 3
- Views: 3110
Erase-All/Replace-All via Blueprint Editor
I couldn't find this mentioned, but like most suggestions, it's probably been mentioned somewhere before. Probably countless times, in fact. Sorry in advance. The first option that would be nice would be an Erase-All in the blueprint editor. As I envision such a thing, you would be able to simply ri...
- Fri Oct 28, 2016 10:05 pm
- Forum: General discussion
- Topic: Interesting Railroad Station Names
- Replies: 7
- Views: 3240
Re: Interesting Railroad Station Names
I had a "You Don't Call My Cell Anymore" station a few days ago. :/
- Fri Oct 28, 2016 8:32 pm
- Forum: Gameplay Help
- Topic: Pls, help to little train :)
- Replies: 2
- Views: 1173
Re: Pls, help to little train :)
As shown, the rail leading into stop B is one-way. Put a rail signal opposite the existing one, just left of the merge, to tell the system that it's okay to go both ways on that block of track.
- Fri Oct 28, 2016 5:33 pm
- Forum: News
- Topic: Friday Facts #162 - Theme Art Again
- Replies: 173
- Views: 64656
Re: Friday Facts #162 - Theme Art Again
Remove alien artifacts? Why not just remove the biters completely? They are useless if you don't need them to finish the game because you need the artifacts for science and other things. They still represent an obstacle that has to be accounted for. You have to defend against their attacks, which f...
- Fri Oct 28, 2016 4:44 pm
- Forum: News
- Topic: Friday Facts #162 - Theme Art Again
- Replies: 173
- Views: 64656
Re: Friday Facts #162 - Theme Art Again
While part of me is slightly concerned about the further marginalization of the biters (i.e. more of an annoyance then a part of gameplay), I'm in favour of removing alien artifacts. I think it was either that, or create more production options for lower tier stuff that would use them, but without a...
- Fri Oct 28, 2016 4:34 pm
- Forum: Gameplay Help
- Topic: Blueprint train unloading
- Replies: 13
- Views: 9674
Re: Blueprint train unloading
The problem with train station blueprints that there's simply too many variables. The length of the train varies, and because of the odd number of spaces that each locomotive/car uses, combined with the 2x2 spacing of rails, you can't just shift stuff left or right and expect it to automatically lin...