Search found 253 matches
- Mon Nov 28, 2016 6:45 pm
- Forum: Ideas and Suggestions
- Topic: Vehicle Assembly Plant / no hand crafting of tanks / trains
- Replies: 15
- Views: 15347
Re: Vehicle Assembly Plant / no hand crafting of tanks / trains
I think it's basically a good idea. It would add a little more complexity to the first stages of setting up a train, because you would have to design and build a good train depot to put trains together. As long as you were able to walk up to a coupling and disconnect the two wagons at that point, it...
- Mon Nov 28, 2016 6:11 pm
- Forum: Ideas and Suggestions
- Topic: Alternate ways to store energy (PHES)
- Replies: 6
- Views: 2514
Re: Alternate ways to store energy (PHES)
You dont need to build a whole mountain, just a tower.
- Sun Nov 27, 2016 10:53 pm
- Forum: General discussion
- Topic: Who is the player character?
- Replies: 54
- Views: 18048
Re: What's the player's name?
Romero said, "There was never a name for the DOOM marine because it's supposed to be YOU."
- Sun Nov 27, 2016 10:26 pm
- Forum: Gameplay Help
- Topic: Signal energy consumption
- Replies: 4
- Views: 3205
Re: Signal energy consumption
I've been giving this some thought If you have an accumulator somewhere in your system, then as soon as you need more power, the accumulator will begin to discharge. So it's fairly trivial to detect when you don't have enough power, less trivial to calculate how much extra power you need. I know som...
- Sun Nov 27, 2016 5:15 pm
- Forum: News
- Topic: Friday Facts #165 - Death by a thousand cuts
- Replies: 101
- Views: 45535
Re: Friday Facts #165 - Death by a thousand cuts
wow I'm really behind on what's been going on. I haven't played in only a few months but a lot has changed!steinio wrote:That's already fixed.MalcolmCooks wrote:Are the new models going to fix the horizontal/vertical size difference?
Example: https://www.factorio.com/blog/post/fff-144
- Sun Nov 27, 2016 4:22 pm
- Forum: News
- Topic: Friday Facts #165 - Death by a thousand cuts
- Replies: 101
- Views: 45535
Re: Friday Facts #165 - Death by a thousand cuts
That's a really nice looking train. Trains are my favourite part about Factorio, imo all the other things in the game are just to give trains something useful to do Are the new models going to fix the horizontal/vertical size difference?
- Sun Nov 27, 2016 2:14 pm
- Forum: General discussion
- Topic: What do you do with your wood?
- Replies: 21
- Views: 16369
Re: What do you do with your wood?
I took to burning paths through the forests with a flamethrower because it means I don't collect any wood and also it gives me a reason to use the flamethrower - and flamethrower ammo is a good way to use up excess heavy and light oil before advanced oil processing. But now I think that would be imp...
- Sun Nov 27, 2016 1:45 pm
- Forum: Gameplay Help
- Topic: Configuring inserters to pass a specific sequence of items
- Replies: 1
- Views: 1061
Configuring inserters to pass a specific sequence of items
Okay so: I noticed on one of my assembly machines, which I set up quickly to make a few advanced furnaces, that the inserter was inserting the ingredients in a bad order: it would fill the machine up to 20 bricks, then start inserting steel, resulting in inefficient operation of the assembly machine...
- Mon Nov 14, 2016 2:50 pm
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 108200
Re: Friday Facts #164 - Nuclear power
Damn looking really good! I haven't read all of the responses to the thread but here are my thoughts: Reactors cannot explode the way a nuclear bomb does; when the devs talk about exploding reactors I think they mean steam explosions, which are a big danger in the case of a meltdown. Although with t...
- Sun Apr 17, 2016 6:19 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 182623
Re: [0.12.x] RSO Discussion thread
Hi, I´ve got a short question: I´ve got an old Save, started without RSO, when I turn it on later, does it effect new generated areas (stuff where the map is pitch black)? regenerating isnt an option (I testet it, the biters are everywhere, destroying outposts, trains, etc^^) yes it does. terrain a...
- Thu Apr 07, 2016 5:13 pm
- Forum: General discussion
- Topic: Why can't 1 gear factory supply 10 red science factories?
- Replies: 9
- Views: 15091
Re: Why can't 1 gear factory supply 10 red science factories?
the yellow inserter speed is only 0.84 turns per second. Wow, there we go. I assumed yellow inserter could move 1 item per second and blue inserter was 2 items per second from what I had measured approximately. I had a yellow inserter taking the gears out of the factory which was slowing it down ju...
- Thu Apr 07, 2016 4:18 pm
- Forum: General discussion
- Topic: Why can't 1 gear factory supply 10 red science factories?
- Replies: 9
- Views: 15091
Why can't 1 gear factory supply 10 red science factories?
recipe time for iron gears is 0.5 seconds for 1 iron gear. The grey assembly machines have a crafting speed of 0.5, so 1 iron gear factory should produce 1 iron gear per second. Likewise, red sceince packs take 5 seconds and consume 1 iron gear, so 1 red science factory should consume 0.1 iron gears...
- Thu Apr 07, 2016 2:27 pm
- Forum: General discussion
- Topic: The purpose of faster transport belts
- Replies: 15
- Views: 11209
Re: The purpose of faster transport belts
I found throughput of belts a bit hard to wrap my head around, because when your factory is fairly small, it hardly matters. It is how many items that something can transport across itself in one second. It's closely related to the consumption and production rates of your other factory buildings, as...
- Thu Apr 07, 2016 1:32 pm
- Forum: Railway Setups
- Topic: Stations, Junctions, and all things deadlock - IMAGE HEAVY
- Replies: 43
- Views: 154102
Re: Stations, Junctions, and all things deadlock - IMAGE HEAVY
you should never ever allow a train to be stopped on top of crossing tracks - so you should place all signals so the trains aren't allowed to enter an intersection unless they can leave it - that is the whole point in the chain signal If you look closely at the junction you will see that trains can...
- Tue Apr 05, 2016 2:00 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 301983
Re: [MOD 0.12.27+] SmartTrains 0.3.81
Sorry, I worked it out with some experimenting. I found a better way to do it. Schedule goes 1. unloading A [leave when empty] 2. loading [leave when full AND signal, wait forever, go to station # signal value] 3. unloading B [leave when empty] 4. loading [leave when full AND signal, wait forever, ...
- Mon Apr 04, 2016 11:33 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 301983
Re: [MOD 0.12.27+] SmartTrains 0.3.81
Sorry, I worked it out with some experimenting. I have a coal supply train, with one loading station, and multiple unloading stations. It waits at the loading station, until one of the unloading station sends a signal that it needs coal. Station one is loading, conditions are leave when full AND sig...
- Mon Apr 04, 2016 9:56 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 301983
Re: [MOD 0.12.27+] SmartTrains 0.3.81
Is there a way to have a train, after being dispatched to a certain station by a signal value, to then return straight back to the first station again instead of visiting all the remaining stations on the schedule?
- Tue Mar 29, 2016 10:12 pm
- Forum: General discussion
- Topic: How do you clearly describe circuit networks in forum posts?
- Replies: 11
- Views: 5277
Re: How do you clearly describe circuit networks in forum posts?
There should be some standard to describe circuit networks definately I think the most clear would be a screenshot next to a psuedo circuit diagram showing the wire connections more clearly, annotated with the network conditions for each entity. That's a lot of work in paint though. Describing them ...
- Tue Mar 29, 2016 9:15 pm
- Forum: Gameplay Help
- Topic: strange power draw from seperate electric networks
- Replies: 4
- Views: 1983
Re: strange power draw from seperate electric networks
I can't consistently replicate which network the consumers prefer to draw power from. One some tests, the switch between networks seems to happen randomly. On others, I can control the switch by the order in which I disconnect power poles. And sometimes I can't get it to happen at all. This is quite...
- Tue Mar 29, 2016 5:40 pm
- Forum: Gameplay Help
- Topic: strange power draw from seperate electric networks
- Replies: 4
- Views: 1983
Re: strange power draw from seperate electric networks
I don't know what I did, but I managed to bump it into behaving correctly. Here are the pictures: powertest1.png The radars are connected to both electric networks, but the networks are not connected to each other. At top, steam engine, at bottom, solar panels. Each network is not capable of generat...