Search found 318 matches

by Mehve
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.
by Mehve
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

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 ;)
He might have just been pointing out the possible oxymoron there, you never know.
by Mehve
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...
by Mehve
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.
by Mehve
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...
by Mehve
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...
by Mehve
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...
by Mehve
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...
by Mehve
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.
by Mehve
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 ...
by Mehve
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...
by Mehve
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...
by Mehve
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...
by Mehve
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...
by Mehve
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...
by Mehve
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. :/
by Mehve
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.
by Mehve
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...
by Mehve
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...
by Mehve
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...

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