Search found 133 matches

by JackGruff
Sat Aug 25, 2018 9:54 am
Forum: Ideas and Suggestions
Topic: Mitigating the dangers of manual train driving
Replies: 3
Views: 1753

Mitigating the dangers of manual train driving

I've noticed something that crops up when I manually drive a locomotive: If I stop quicker than a train behind me can before jumping a red light, then they rear end me. What's more concerning is that trains don't let off the throttle after a collision. Some solutions / ideas: Auto trains give manual...
by JackGruff
Fri Aug 10, 2018 9:27 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 886534

Re: 4-way intersections: Throughput and deadlocks [image heavy]

How does one judge where to put signals outside the intersection?

Or perhaps a better question, can I mess the intersection up or degrade its effectiveness by placing signals to close or too far?
by JackGruff
Mon Aug 06, 2018 4:42 pm
Forum: General discussion
Topic: The Green Dilemma
Replies: 43
Views: 18632

The Green Dilemma

I'm a player who likes going full green. The most I ever buff an assembler is putting one Speed 3 in it, but that's to leave space for 3 Efficiency 3 's. When I see how other people play the game, their small bases, their medium bases, their mega bases, it makes me wonder if there's many players who...
by JackGruff
Wed Aug 01, 2018 8:33 pm
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 93
Views: 44079

Re: Friday Facts #252 - Sound design & Map editor

The nests need to go through a growth phase, not just pop up. I imagine it would be cool to make it that the large biters/behemoths embed themselves in the ground and slowly become the building, sacrificing their biomass.
by JackGruff
Wed Aug 01, 2018 8:31 pm
Forum: Energy Production
Topic: 160MW Nuclear Setup, no waste w/ minimal storage tanks
Replies: 18
Views: 47756

Re: 160MW Nuclear Setup, no waste w/ minimal storage tanks

I've been using this for about 60+ hours in a game, seems to work very well.

Could you please make a 4 reactor version?
by JackGruff
Thu Jul 12, 2018 8:50 pm
Forum: General discussion
Topic: Ammo goes straight into vehicle
Replies: 8
Views: 3249

Ammo goes straight into vehicle

I'm not sure if this is a bug or not. When you are in a vehicle, and have requested ammunition in your logistic slot which also happens to be what the vehicle can take, then the ammo from bots will go directly into the weapon ammo slot of the vehicle and not your character's inventory. This means yo...
by JackGruff
Mon Jun 25, 2018 1:56 pm
Forum: Ideas and Suggestions
Topic: electric trains
Replies: 176
Views: 65298

Re: Electric trains and track

Cool, that would be.
by JackGruff
Mon Dec 18, 2017 10:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.6] Toolbelt gone
Replies: 4
Views: 1893

Re: [0.16.6] Toolbelt gone

It is not coming back. Deleting mods and saving and loading has no effect, either. Starting a new game shows me a tool belt.
by JackGruff
Mon Dec 18, 2017 8:56 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.6] Toolbelt gone
Replies: 4
Views: 1893

[0.16.6] Toolbelt gone

Toolbelt disappeared after I installed some mods.

Disabling mods doesn't bring it back.

Image

Save:

https://www.dropbox.com/s/d2y4l4zkcwd1fql/save.zip?dl=0
by JackGruff
Thu Dec 07, 2017 9:34 am
Forum: Ideas and Suggestions
Topic: Let us override inserters remove fuel from furnaces
Replies: 37
Views: 12730

Let us override inserters remove fuel from furnaces

Wouldn't it be great if I could smelt steel early game by letting the inserter behind the 1st furnace take coal out to give to the second furnace?
by JackGruff
Wed Nov 29, 2017 1:11 pm
Forum: General discussion
Topic: Why defending is a dilemma and enemies need polish
Replies: 28
Views: 11174

Re: Why defending is a dilemma and enemies need polish

And the removal of alien artefacts have made them just a pest now. I sometimes wonder if we would miss much if they were just completely removed. This would be a waste though, it's a lot of art done the drain; but as it stands, what exactly would we lose? The enemies have never felt like they were a...
by JackGruff
Wed Nov 15, 2017 9:37 pm
Forum: General discussion
Topic: 0.17 Hype?
Replies: 130
Views: 53084

Re: 0.17 Hype?

0.999 can be the new 1.0. These are amazing developers and they deserve all the time in the world.

kovarex can release 1.0 on his deathbed if he feels so inclined.
by JackGruff
Fri Feb 24, 2017 3:04 pm
Forum: General discussion
Topic: what do we do when 0.15 happens?
Replies: 11
Views: 4771

Re: what do we do when 0.15 happens?

We proclaim our joy from the rooftops, duh.
by JackGruff
Sun Feb 19, 2017 11:20 am
Forum: General discussion
Topic: Interesting Deadlock
Replies: 5
Views: 2576

Re: Interesting Deadlock

Yeah, you have to get rid of the signals on the loop. This is the roundabout that I use. The bypass tracks here aren't needed to avoid deadlocks, they're just for speed: And I was hoping the inner signals being chains would avoid the need to get rid of them, which is what I read somewhere that's wh...
by JackGruff
Sat Feb 18, 2017 7:13 pm
Forum: General discussion
Topic: Interesting Deadlock
Replies: 5
Views: 2576

Interesting Deadlock

http://i.imgur.com/mwpN6cb.jpg Be very careful when renaming stations, there may just be a train somewhere that makes deadlocking decisions. The trains current destination was Iron , which is west. What I surmise happened is that while the train was going south to west in the roundabout, I placed a...
by JackGruff
Mon Jan 23, 2017 6:50 pm
Forum: Gameplay Help
Topic: Trains and stops of same name
Replies: 6
Views: 10966

Trains and stops of same name

Exactly what rules do trains follow to select a stop from a set of stops of the same name? For example, I have two stops named Iron and about 10 trains with Iron in their schedule. Both stops get trains arriving, but I have no idea how the trains are deciding between them when neither stop is free. ...
by JackGruff
Sat Dec 03, 2016 7:59 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1004283

Re: Factorio Roadmap for 0.15 + 0.16

Factorio 0.16 (This is planned to become 1.0 when stabilised) Planned: Dirty mining. (Way to get more resources from mining posts at a cost of additional industry, logistics requirements and investment) More high res stuff What happened to the space platform? 1.1? Would like an update on that :)
by JackGruff
Fri Jul 15, 2016 7:28 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.8][Twinsen] Rocket silo: slow doors with efficiency module
Replies: 2
Views: 2529

[0.13.8][Twinsen] Rocket silo: slow doors with efficiency module

The more efficiency, the slower they open and close.
by JackGruff
Thu Jul 14, 2016 5:51 pm
Forum: Ideas and Suggestions
Topic: Merge requester chest settings on blueprint placement
Replies: 4
Views: 2406

Re: Merge requester chest settings on blueprint placement

After giving it some more thought, I stand by my idea but change my mind on choosing the higher amount when there is a conflict, it should rather add them. Allow me to use a real life analogy. Sam and Bill want you to put things into a box. They do not know the other has asked you to deposit in the ...

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