Search found 253 matches

by MalcolmCooks
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...
by MalcolmCooks
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.
by MalcolmCooks
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."
by MalcolmCooks
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...
by MalcolmCooks
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

steinio wrote:
MalcolmCooks wrote:Are the new models going to fix the horizontal/vertical size difference?
That's already fixed.
Example: https://www.factorio.com/blog/post/fff-144
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!
by MalcolmCooks
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 :lol: :lol: :lol: Are the new models going to fix the horizontal/vertical size difference?
by MalcolmCooks
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...
by MalcolmCooks
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...
by MalcolmCooks
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...
by MalcolmCooks
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...
by MalcolmCooks
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...
by MalcolmCooks
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...
by MalcolmCooks
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...
by MalcolmCooks
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...
by MalcolmCooks
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, ...
by MalcolmCooks
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...
by MalcolmCooks
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?
by MalcolmCooks
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 ...
by MalcolmCooks
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...
by MalcolmCooks
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...

Go to advanced search