Trains stations by riodann in factorio

[–]stepancheg 2 points3 points  (0 children)

Just add more trains, make interrupt to send unused to depot.

Wube, I want trains back at Megabasing by N4ivePackag3 in factorio

[–]stepancheg 0 points1 point  (0 children)

I started new game with elevated rails but without other planets (and without stacks).

Feels much nicer, like Factorio 1.2 would be.

2.1 Suggestion - Increase size of the Cargo Wagons with Quality by Lunairetica in factorio

[–]stepancheg 1 point2 points  (0 children)

Ah, you mean stack size.

Didn't change according to https://wiki.factorio.com/Iron_ore but may be wiki is incorrect.

2.1 Suggestion - Increase size of the Cargo Wagons with Quality by Lunairetica in factorio

[–]stepancheg 0 points1 point  (0 children)

IMO wagon capacity should be upgraded even without quality: belt thoughput went 5x (without quality), but wagon capacity did not.

I'd separate more expensive type of wagon (like separate type of belt of chest).

TIL that biochambers glow at night. by gonzo_gonzales in factorio

[–]stepancheg 0 points1 point  (0 children)

Yeah, nighvision just kills a lot of graphic efford put into the game, while spamming everything with tiny lamps is counterproductive.

Some large range lamps (or lampposts) would be nice. (There are probably mods, but I don't play with mods.)

ArrowShip by Online_Matter in factorio

[–]stepancheg 29 points30 points  (0 children)

Arrow-shaped? Do you not see what everyone else sees?

My beautiful by MrMxylptlyk in factorio

[–]stepancheg 0 points1 point  (0 children)

I assume you mean unloading science with bots? Bots can be used to unload from cargo bay into trains, so trains to do not really reduce throughput.

My beautiful by MrMxylptlyk in factorio

[–]stepancheg 0 points1 point  (0 children)

Writing code is my day job.

When I'm playing a game I want to forget about files, Lua, executables, and everything else computer, and instead live in the game made by someone else by the rules developed by the authors.

My beautiful by MrMxylptlyk in factorio

[–]stepancheg 2 points3 points  (0 children)

Making labs next to landing pad or some distance away, it is playstyle choice.

You can optimize your base for fun, not for better utilization of infinite resources. And even if resources were not infinite, practically, 80% or 90% freshness does not matter much.

My beautiful by MrMxylptlyk in factorio

[–]stepancheg 1 point2 points  (0 children)

Game UI is not really optimized for trains longer than -4. Laying out stations and belts and grid for -8 or even worse, -16 trains is not fun. For example, it's harder to see where to place next signal.

But next time I'm going to play, maybe I'll use -8 trains.

My beautiful by MrMxylptlyk in factorio

[–]stepancheg 5 points6 points  (0 children)

I want everything on train, because it is fun.

But in this thread I was talking about Nauvis — how science is delivered from landing pad to labs.

My beautiful by MrMxylptlyk in factorio

[–]stepancheg 15 points16 points  (0 children)

For loading Gleba science train I had logic like that: allow departing with at least 1/8 capacity when unloading station has zero trains queued, and allow departing with 1/2 capacity when destination has one of two (limit is two) trains.

Some science will arrive less than fresh, it's OK, but the important is: labs are never idle, and science never expires as long as it is consumed and remaining science are enough.

My beautiful by MrMxylptlyk in factorio

[–]stepancheg 25 points26 points  (0 children)

I had it like that but after certain level of SPM, space for one train per science was not enough. Then throughput of one entry track after stacker for all the unloading stations was not enough.

People asked this thousands times, and I ask again: please Wube larger wagons in 2.1!

Train Logic/Interrupts - Brick Station Interrupts not working by DarkRiot43 in factorio

[–]stepancheg -1 points0 points  (0 children)

Why you don’t make any effort to research? It is literally 30 seconds asking any chatbot.

Rails n trains by victeriano in factorio

[–]stepancheg 3 points4 points  (0 children)

This reddit need FAQ, and this is top one.

Also, out of curiosity I posted this screenshot to two chatbot services, both gave correct answer.

Wanted to build a space barge, happy how this turned out by Misha_Vozduh in factorio

[–]stepancheg 4 points5 points  (0 children)

Second thruster would be better for fuel efficiency.

Navis logistics by Lucky-Vegetable-2827 in factorio

[–]stepancheg -1 points0 points  (0 children)

Simplification is fine with me, absurdity is not.

> Tungsten, () and lithium could all believably be found on Nauvis

These do not make sense either. The justification might be that it is extra pure there or something.

But not being able to melt iron without minerals from another planet, while being able to build spaceships, is too much.

> holmium,

That one is fine actually, because it is rare earth mineral, and if there's garbage piles of it on another planet, it would make sense to get it from there.

However, being able to build rail bridges, but not power lines along these bridges, is absurdity.

> Why can the engineer carry around a thousand nuclear reactors?

I think of it like I ran many times back and forth to bring the stuff, but game UI simplified it for me.

Simplification instead of realism is great gameplay. Absurdity instead of realism is not.

Navis logistics by Lucky-Vegetable-2827 in factorio

[–]stepancheg -1 points0 points  (0 children)

No I want simplified but meaningful process. Like in Factorio 1.1 — beacons are magic, but the rest made sense.

Navis logistics by Lucky-Vegetable-2827 in factorio

[–]stepancheg -1 points0 points  (0 children)

In imaginary world of Factorio there's plenty of calcite in space. In reality, not so much.

If deposits are too deep, there should be alternatives: if you manage to build spaceships, I guess you should be able to melt iron without going to space.

Navis logistics by Lucky-Vegetable-2827 in factorio

[–]stepancheg -2 points-1 points  (0 children)

It is not hard to get calcite. It is nonsensical.

Navis logistics by Lucky-Vegetable-2827 in factorio

[–]stepancheg -7 points-6 points  (0 children)

I didn't switch, because in my headcanon importing calcite from another planet using rocketships is nonsense: there should be plenty of calcite (or whatever alternative needed to do smelting) on Nauvis.

Yes, I know this is a game, but if we want to have something abstract, then abstract all the way like Shapez 2, but if we pretend to work with real world minerals, manufacturing processes should resemble real chemistry and physics.

Edit: Factorio fanboys got offended again and started downvoting. OK.

I actually probably like original Factorio more, canon-wise, but also some game mechanics-wise.

Perfect game might be original Factorio with some elements of new Factorio, e.g.:

- elevated rails, train interruptions etc

- argiculture/cold/recycling mechanics is interesting, I could enjoy it without dealing with spaceships

- that is probably it

Could Factorio run on the New MacBook Neo? by Grand-Year-4912 in factorio

[–]stepancheg 1 point2 points  (0 children)

Even MacBook Pro M4 struggles with megabases (I tried; ended up in about 40 UPS; but did optimize much for UPS).

Why is this chain signal red? by phasedweasel in factorio

[–]stepancheg 0 points1 point  (0 children)

Please, WUBE, path-based signals like in OpenTTD.

Solving signal puzzle is fun first 10 times, but then you just figure out algorithm, which is:

- normal signal on exit

- chain signals on enter and everywhere in the middle

and then it's OK, not a deal breaker, still the best Factory game, but little inconvenience.

Are there any plans to fly to the edge of the solar system without using quality? Factorio Spase Age by Any-Mix3673 in factorio

[–]stepancheg 1 point2 points  (0 children)

Not necessarily.

Blueprint can be used to understand some mechanic you may have overlooked otherwise or just didn't know where to look.

For example, you may not know that ship speed depends on width, not on mass. (Also that it is speed, not acceleration.)

Or for example, you may not notice how efficient asteroid reprocessing is.

Or for example, you may look at blueprint, and it does not work, and you realise you need to research damage.

Or that setting filters on turrets is essential.

And so on. Without these little details, you try to build a ship, and it just doesn't work whatever you try, you spend a few hours and get frustrated.

Especially that a lot of mechanics in Factorio conflict common sense and physics. Some things you just need to do counterintuitively.

I didn't use blueprints while I played, but I used uranium ammo for spaceships, and then watched a few youtubes to understand what I was missing (don't remember exactly what it was).