Search found 443 matches

by GrumpyJoe
Sun Oct 24, 2021 11:07 am
Forum: Questions, reviews and ratings
Topic: What mods to play?
Replies: 5
Views: 2836

Re: What mods to play?

I think vanilla and Angels alone also is quite straight forward, mostly efficiency updates for raw resources through upgrading crushed ores etc.. Should be less complex than bob alone, which adds quite some resources, which (when combined) Angel then makes more complex by make you go through 4+2 dif...
by GrumpyJoe
Sun Sep 19, 2021 6:55 am
Forum: Balancing
Topic: I think assembling machines need some balance changes
Replies: 35
Views: 12691

Re: I think assembling machines need some balance changes

If we are comparing handcrafting with machine speeds, can we please consider getting rid of handcrafting altogether, at least for the sake of talking about what's possible? Factorio is about automating, the only reason to craft anything by hand seems to be that you will be a faster in the early game...
by GrumpyJoe
Sun Sep 19, 2021 6:00 am
Forum: Energy Production
Topic: All the different ways to increase the efficiency of a nuclear power plant
Replies: 260
Views: 70508

Re: All the different ways to automate a nuclear power plant

aka fuel control vs NO fuel control I don't think the latter is exclusively about UPS. I always found this topic quite interesting, but in the end, I'm always going for the "why bother approach" Unless you have a very complicated chain of production (aka non vanilla nuclear fuel) IMHO it'...
by GrumpyJoe
Wed Sep 08, 2021 3:09 pm
Forum: Gameplay Help
Topic: Inserter is "waiting for train", while train is standing at the station shouting "destination full"
Replies: 21
Views: 6183

Re: Inserter is "waiting for train", while train is standing at the station shouting "destination full"

mrvn wrote:
Mon Sep 06, 2021 2:58 am
Except when you have a brownout and the inserter is just too slow. Or are out of fuel.
Read hand contents of fueling inserter?
Don't know if they could grab more than they could insert, could get the train stuck forever.
by GrumpyJoe
Wed Sep 08, 2021 5:11 am
Forum: Modding help
Topic: Why does refreshing a blueprint get the bulk rail loaders wrong?
Replies: 5
Views: 1286

Re: Why does refreshing a blueprint get the bulk rail loaders wrong?

I remember getting rid of bulk loaders in my long gone AB+LTN game, because it did not behave well with red/green wires. Placing my station BP with all wires connected as I needed was kind of a lottery and I couldn't find the cause. I might even have asked in the mod thread there, but I can't find i...
by GrumpyJoe
Tue Sep 07, 2021 8:01 am
Forum: Mods
Topic: [1.1] Nullius: A Factorio prequel
Replies: 109
Views: 31773

Re: [1.1] Nullius: A Factorio prequel

I've now gone the wind route, about 60 of them, only having some steam buffers from surge electrolysing water. I'm running a very minimal setup, only 2 labs, reading/learning how to produce the next item. I'm almost through electrical science that way and I'm way too fast! Too much to do I've unlock...
by GrumpyJoe
Sat Sep 04, 2021 10:00 am
Forum: Gameplay Help
Topic: Inserter is "waiting for train", while train is standing at the station shouting "destination full"
Replies: 21
Views: 6183

Re: Inserter is "waiting for train", while train is standing at the station shouting "destination full"

Oh wow, I didn't even notice that the Train Stop now has an option for this. I always play with LTN where you set that differently. You mean the mod settings themselfs? Because, iirc, the LTN scheduler does that automatically by adding the 2 sec inactivity to the depot station, where typically you ...
by GrumpyJoe
Sat Sep 04, 2021 6:30 am
Forum: Gameplay Help
Topic: Inserter is "waiting for train", while train is standing at the station shouting "destination full"
Replies: 21
Views: 6183

Re: Inserter is "waiting for train", while train is standing at the station shouting "destination full"

Oh wow, I didn't even notice that the Train Stop now has an option for this. I always play with LTN where you set that differently. You mean the mod settings themselfs? Because, iirc, the LTN scheduler does that automatically by adding the 2 sec inactivity to the depot station, where typically you ...
by GrumpyJoe
Thu Sep 02, 2021 5:41 am
Forum: Modding discussion
Topic: New API Docs website
Replies: 68
Views: 20288

Re: New API Docs website

Not that I'd ever need it, but I had a look because of the news and the scrolling lag is as horrible as on the main page.

Things like these shouldn't be prettyfied

Knowing the team for a few years now and considering what's been said above, I'd say it's best to rethink the whole thing
by GrumpyJoe
Sun Aug 29, 2021 10:26 am
Forum: Mods
Topic: [1.1] Nullius: A Factorio prequel
Replies: 109
Views: 31773

Re: [1.1] Nullius: A Factorio prequel

That's what I like most about this mod.
You have answers that make sense.

👍
by GrumpyJoe
Sun Aug 29, 2021 7:08 am
Forum: Mods
Topic: [1.1] Nullius: A Factorio prequel
Replies: 109
Views: 31773

Re: [1.1] Nullius: A Factorio prequel

While I'm not in the "wtf, why use plastic for everything, it's hard to mass produce" corner, I recently unlocked trains, and I'm wondering why rails use the same amount of plastic and steel? All the other stuff I'm very ok with, I had no trouble automating everything up to electrical engi...
by GrumpyJoe
Thu Aug 26, 2021 4:32 am
Forum: Logistic Train Network
Topic: Depots for specific resources
Replies: 10
Views: 3676

Re: Depots for specific resources

Was only pointing out what can happen with multiple depots on the same ID

Another solution could be having multiple length trains+depots. LCCCC for ores and whatever fits the rest.

In my Ab game I had LCCCC for ores and LCC for the rest, using the train length signals at the stations
by GrumpyJoe
Wed Aug 25, 2021 3:06 pm
Forum: Logistic Train Network
Topic: Depots for specific resources
Replies: 10
Views: 3676

Re: Depots for specific resources

Or just name the depot stops differently. The train will always return to a depot with the same name. So name a depot near your coal mine "Depot Coal" and send a train there and it will always return to it. As long as there are idle trains at "oreX depot", this will work as inte...
by GrumpyJoe
Mon Aug 23, 2021 5:21 am
Forum: Logistic Train Network
Topic: Dispatching from disconnected train network
Replies: 5
Views: 1755

Re: Dispatching from disconnected train network

Not saying its not possible, but I don't think you'll get path information before a train has its schedule set.
That might be something only boskid could answer.

500 seems alot, but I'd still rather change all of them with a blueprint than to mess with any code of either trains or LTN
by GrumpyJoe
Sun Aug 22, 2021 5:39 am
Forum: Logistic Train Network
Topic: Dispatching from disconnected train network
Replies: 5
Views: 1755

Re: Dispatching from disconnected train network

See here for network ID If you never need separate IDs again and you don't understand binary, you can use ID 1 and 2, ID3 if you ever need to combine some stations again. For further instructions, click the link. You can stop the mod dispatching new trains at runtime in the mod settings Set network ...
by GrumpyJoe
Fri Aug 20, 2021 8:36 am
Forum: Modding discussion
Topic: Would a recipe input of either/or ever work?
Replies: 7
Views: 2368

Re: Would a recipe input of either/or ever work?

[So basicly it would be restricted to a furnace type. I guess the easier way would be with unlocking various different % recipes in AMs Thinking mostly of a theme with recycling, quality control and waste products going back to the start of the chain. The idea is that punching gears out of metal pla...
by GrumpyJoe
Thu Aug 19, 2021 2:26 pm
Forum: Modding discussion
Topic: Would a recipe input of either/or ever work?
Replies: 7
Views: 2368

Re: Would a recipe input of either/or ever work?

Thanks for that answer. However, I should habe been more clear about what I mean, or at least shouldn't have used angels as an example. I don't actually want it to be ores only, in fact I didn't even think ores. I would want actual items, crafted in assembling machines. Meanwhile i thought about it ...
by GrumpyJoe
Thu Aug 19, 2021 9:58 am
Forum: Modding discussion
Topic: Would a recipe input of either/or ever work?
Replies: 7
Views: 2368

Would a recipe input of either/or ever work?

Does anyone think/know if it is (will ever be) possible to have recipes that can use one of n inputs and make something of it? Im thinking of A1 OR A2 plus B = C A1 OR A2 plus B1 OR B2 = C I'd have an idea for a mod which could benefit from something like this It would not be exactly like upgrading ...
by GrumpyJoe
Mon Aug 09, 2021 5:30 am
Forum: Ideas and Suggestions
Topic: In-game changelog viewer order / Changelog should default to installed version + 1
Replies: 15
Views: 3530

Re: In-game changelog viewer order

He might be talking about mod versions in the "download" tab, but iirc they are ordered newest first. Other than that, as it's just displaying a txt. file, we can only point authors to the changelog tutorial , where iirc an order suggestion isn't even mentioned. And I doubt you'd get peopl...
by GrumpyJoe
Wed Aug 04, 2021 7:46 am
Forum: PyMods
Topic: pY Alternative Energy - Discussion
Replies: 178
Views: 82753

Re: pY Alternative Energy - Discussion

In the announcement of this mod, as I understand it, it is indicated that this mod is not compatible ("too much work") with some of your other works, such as high-tech and alien life. AFAIK, this mod will be compatible with the full pyanodon mod set. Just not with other major mods, e.g. A...

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