Search found 77 matches

by ribsngibs
Thu May 09, 2024 8:48 pm
Forum: Not a bug
Topic: [1.1.107] Manual train steering while moving backwards can be reversed when player is in cargo wagon
Replies: 4
Views: 209

Re: [1.1.107] Manual train steering while moving backwards can be reversed when player is in cargo wagon

The cargo wagon has a direction as well and in your case it is not the same as the locomotive. It’s just far harder to see the direction because it looks close to the same. Yes, but the forward/backward controls do not reverse with the direction of the cargo wagon - forwards/backwards always behave...
by ribsngibs
Thu May 09, 2024 12:22 pm
Forum: Not a bug
Topic: [1.1.107] Manual train steering while moving backwards can be reversed when player is in cargo wagon
Replies: 4
Views: 209

Re: [1.1.107] Manual train steering while moving backwards can be reversed when player is in cargo wagon

The cargo wagon has a direction as well and in your case it is not the same as the locomotive. It’s just far harder to see the direction because it looks close to the same. Yes, but the forward/backward controls do not reverse with the direction of the cargo wagon - forwards/backwards always behave...
by ribsngibs
Thu May 09, 2024 12:10 pm
Forum: Not a bug
Topic: [1.1.107] Manual train steering while moving backwards can be reversed when player is in cargo wagon
Replies: 4
Views: 209

[1.1.107] Manual train steering while moving backwards can be reversed when player is in cargo wagon

A little confusing, but normally if you are manually steering a train backwards and want to take the fork as shown in this image: Train.png you need to hold the Left button ("A") as you back over the fork in the rail. If, however, you get into a cargo wagon, depending on which way the carg...
by ribsngibs
Mon May 06, 2024 9:36 am
Forum: Implemented in 2.0
Topic: Combine train viewer map and actual map
Replies: 2
Views: 225

Re: Combine train viewer map and actual map

Ha, awesome - 1) you guys already implemented it because you're awesome and 2) I feel validated that my suggestion was actually a good one, just a little late :)

Thanks, you guys still rock after over a decade...
by ribsngibs
Sun May 05, 2024 12:34 pm
Forum: Implemented in 2.0
Topic: Combine train viewer map and actual map
Replies: 2
Views: 225

Combine train viewer map and actual map

TL;DR Would be nice and decrease confusion, frustration, and extra clicks if the train viewer map was just... the map. What ? In the spirit of the FFF 404 Frustration Not Found post, I thought I'd mention the one last UI-related pain point that I have in Factorio, which is that currently, the map (...
by ribsngibs
Mon Apr 01, 2024 8:46 pm
Forum: Gameplay Help
Topic: Best way to get around the "filter inserters only have 5 filter slots and stack filters only 1" constraint?
Replies: 7
Views: 721

Re: Best way to get around the "filter inserters only have 5 filter slots and stack filters only 1" constraint?

Ahh… so simple and I feel so dumb. Get train contents, do logical AND with signal of requested items, send to filter inserters. Thanks for the help everybody. I had kind of forgotten you could read train contents from the rail stations as this is “new” functionality since the last time I really play...
by ribsngibs
Mon Apr 01, 2024 3:28 am
Forum: Gameplay Help
Topic: Best way to get around the "filter inserters only have 5 filter slots and stack filters only 1" constraint?
Replies: 7
Views: 721

Best way to get around the "filter inserters only have 5 filter slots and stack filters only 1" constraint?

When you use a circuit signal to set the filters on a filter inserter, the filter inserter only chooses the "first" 5 items in the signal (and a stack filter inserter chooses only the first item). I'm trying to design a single centralized rail station which demands certain numbers of items...
by ribsngibs
Wed Dec 02, 2020 10:55 am
Forum: General discussion
Topic: Chain signals are overused
Replies: 23
Views: 8543

Re: Chain signals are overused

My opinion is that chain signals, the way people often use them, actually have no additional benefit over regular signals other than giving the user a sense of security, "this will never deadlock". In actuality, the chain signals, whenever they do prevent deadlocks, are only masking a dif...
by ribsngibs
Mon Nov 23, 2020 9:54 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 132511

Re: Version 1.1.0

I'm assuming the blueprint change (power poles remembering connections) doesn't break old blueprints, correct? So old-non-connected blueprinted powerpoles will still autoconnect randomly to each other?
by ribsngibs
Mon Nov 23, 2020 9:23 pm
Forum: General discussion
Topic: Alt-F4 #14 - Exploring the Infinite
Replies: 6
Views: 4418

Re: Alt-F4 #14 - Exploring the Infinite

Pretty serendipitous timing - I was just finishing up a vanilla run and had just started a Space Exploration run maybe 3 days before this Alt-F4 dropped. I was getting a bit bogged down in the early phase (sort of out of burner phase except for furnaces) and both the burner phase and the more compli...
by ribsngibs
Mon Nov 23, 2020 4:06 am
Forum: General discussion
Topic: Alt-F4 #14 - Exploring the Infinite
Replies: 6
Views: 4418

Re: Alt-F4 #14 - Exploring the Infinite

Amarula wrote:
Sat Nov 21, 2020 4:22 pm
Any suggestions for a better/quicker/easier way to follow Alt-F4 here on the forums would be much appreciated!
The latest Alt-F4 (just like with the old FFFs) has a pinned/stickied post in the factorio subreddit, which is how I get to it.
by ribsngibs
Sun Nov 15, 2020 10:56 pm
Forum: Ideas and Suggestions
Topic: Reset autosave timer on save/load
Replies: 7
Views: 2018

Reset autosave timer when saving game

TL;DR Reset the autosave timer when saving the game What ? My base is getting large enough (and my laptop old enough) that saving the game is starting to take an annoyingly long time. I still want autosave on in case I make a huge, unexpected mistake. But it's slightly annoying that sometimes I'll ...
by ribsngibs
Sat Nov 07, 2020 12:01 pm
Forum: Gameplay Help
Topic: Force blueprint on water to add landfill as needed?
Replies: 10
Views: 5786

Re: Force blueprint on water to add landfill as needed?

Does this work with books? No, afaik it does not. It’s pretty quick anyway. I have a few books with 2 and 4 rail modular pieces as well as a huge book with dozens of prefab assembly lines and it only took a few minutes to convert them all. Only little annoyance is that for some reason the button to...
by ribsngibs
Wed Nov 04, 2020 5:20 pm
Forum: Gameplay Help
Topic: Force blueprint on water to add landfill as needed?
Replies: 10
Views: 5786

Re: Force blueprint on water to add landfill as needed?

I like to use a mod called “landfill everything” and I use this mod only in a separate game save so I don’t lose the pure vanilla status of my actual factory save. The way it works is it gives you a button that you push with a blueprint in your hand which modifies the blueprint to have landfill unde...
by ribsngibs
Wed Nov 04, 2020 4:27 pm
Forum: Gameplay Help
Topic: Centre train map on player
Replies: 4
Views: 1968

Re: Centre train map on player

Sorry, don’t know the answer to your question, but the other option you have is to have an unreachable train station in your taxi’s schedule. When you want the taxi to come to you you can drop a train station with that name at the nearest rail segment and that taxi should immediately come to you. Yo...
by ribsngibs
Sun Oct 18, 2020 10:39 pm
Forum: Ideas and Suggestions
Topic: Rocket Silo should connect to circuit network
Replies: 50
Views: 16260

Re: Rocket Launch by Circuit Condition

This is simple: you can add 10 inserters around the rocket launch, each picks up science packs from a chest. Don’t forget to switch their max. stack size to 10 each, and control them all with a circuit. When launch signal is send, all 10 inserters move at once, put each 10 science pack in and so yo...
by ribsngibs
Sun Oct 18, 2020 11:21 am
Forum: Ideas and Suggestions
Topic: Rocket Silo should connect to circuit network
Replies: 50
Views: 16260

Re: Rocket Launch by Circuit Condition

Reviving this ancient suggestion: I'm trying to automate spidertron construction (as in, make an N spidertron per minute factory. Why? Why not??), which necessitates automating fish production, which means automating rocket launches with space science packs in it. Currently, with the "Auto-laun...
by ribsngibs
Sun Oct 04, 2020 8:41 pm
Forum: General discussion
Topic: What is the optimal gap (and direction) between rails?
Replies: 20
Views: 17228

Re: What is the optimal gap (and direction) between rails?

I run with 4 lanes (2 in each direction). Well, a lot of the base is 2 lane, but I've set up my rail so that my 4 lane blueprints paste directly over the 2 lane one, so the 2 lane version are spaced for 4-lane junctions. My answer is: the opposite direction lanes are split by 3 rail distance, and th...
by ribsngibs
Wed Sep 30, 2020 12:25 am
Forum: Ideas and Suggestions
Topic: Rail Signals immune to fire
Replies: 11
Views: 3849

Re: Rail Signals immune to fire

But why would you want to have signals in that area? Even if the signals become fireproof, what if a train has to stop there? I usually leave two chunks of space from the wall to any rail constructions in the wilderness. Just straight out of the base. It's not so much of a conscious decision so muc...
by ribsngibs
Tue Sep 29, 2020 4:56 am
Forum: Ideas and Suggestions
Topic: Rail Signals immune to fire
Replies: 11
Views: 3849

Re: Rail Signals immune to fire

I know this post is 4 years old... but hey at least I searched before posting. Currently my mining outposts are completely walled in and defended with laser and flame turrets, with the only exterior bits being rail, large power poles, rail signals, and chain signals. Rail and power poles seem to be ...

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