Search found 104 matches

by SoShootMe
Mon Mar 01, 2021 1:03 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Accounting for integrated production
Replies: 1
Views: 89

Re: Acoounting for intergrated production

The problem I'm having: when using a planning tool like factoriolab, I always have to subtract the intermediaries I don't care about. Well, at least subtraction is easy. Figuring out how much iron needs to go into the red and blue assembly line, respectively, is a bit more work. It's getting tediou...
by SoShootMe
Sun Feb 21, 2021 5:10 pm
Forum: Gameplay Help
Topic: How can i make my trains wait?
Replies: 4
Views: 292

Re: How can i make my trains wait?

As you can see i've got 4 unloading stations. They are all named the same I also have 13 waiting stations, all named the same. ... How can i make my trains wait and not drive a useless lap? Trains skip stops in their schedule if all stops of that name are (or become) disabled. A simple solution is ...
by SoShootMe
Sat Feb 20, 2021 7:35 am
Forum: Ideas and Suggestions
Topic: Set stack size to signal quantity with filter inserters
Replies: 5
Views: 254

Re: Set stack size to signal quantity with filter inserters

See https://forums.factorio.com/viewtopic.php?f=66&t=28946 Use a decider combinator with an Anything output. I somehow missed that thread/change; thanks for pointing it out. Along with one combinator to select a signal, you need another two, as described by ElderAxe in the thread: When we use t...
by SoShootMe
Fri Feb 19, 2021 9:11 pm
Forum: Ideas and Suggestions
Topic: Set stack size to signal quantity with filter inserters
Replies: 5
Views: 254

Re: Set stack size to signal quantity with filter inserters

It is implemented other way. lets asume signal of iron then filter inserter use option "set filter" and use option "set stack" as a signal for stack Then inserter is loading at full spead, iff possible but load exact amount in the end. No overshoot. The use case is presenting mu...
by SoShootMe
Fri Feb 19, 2021 4:14 am
Forum: Energy Production
Topic: Perfect Nuclear Cloverleaf, Book of modular 1-4 cores : 40-480MW, Losseless, two power grids, all the bells and whistles
Replies: 19
Views: 924

Re: Perfect Nuclear Cloverleaf, Book of modular 1-4 cores : 40-480MW, Losseless, two power grids, all the bells and whis

2N design - you need a massive lake which is very hard to find on the default maps, or you need mods to dig up terrain - you will need tons of landfill - you create one large fluid system in one processor thread - wide design with lots of gaps means the power efficiency per tile is lower - due to n...
by SoShootMe
Thu Feb 11, 2021 9:21 am
Forum: Gameplay Help
Topic: Number of rail blocks needed for train to reach top speed?
Replies: 2
Views: 296

Re: Number of rail blocks needed for train to reach top speed?

What is the number of rail blocks needed for a 1-4 train to reach its top speed with the different types of fuel? I am wondering this so that I can give the trains sufficient room to accelerate after they leave pickup / dropoff locations. Acceleration reduces with speed, and higher speed means you ...
by SoShootMe
Wed Feb 10, 2021 10:45 pm
Forum: Gameplay Help
Topic: Having a nightmare with train signals
Replies: 11
Views: 485

Re: Having a nightmare with train signals

I haven't checked what he built exactly, but if you don't have two signals somewhere making a track two-way you get a "no path" error. Either in or out depending on which one is missing. The paired signals nearest each of the stops in your screenshot are not needed (it's the same situatio...
by SoShootMe
Wed Feb 10, 2021 4:53 pm
Forum: Gameplay Help
Topic: Having a nightmare with train signals
Replies: 11
Views: 485

Re: Having a nightmare with train signals

Signals also indicate direction. At the beginning of the station rail piece where trains can go both ways place two signals exactly opposite each other. Then a the one-way track a signal on either side. Signals on the bidirectional track sections aren't needed in wadson's case, because they are at ...
by SoShootMe
Wed Feb 10, 2021 1:44 pm
Forum: Gameplay Help
Topic: Having a nightmare with train signals
Replies: 11
Views: 485

Re: Having a nightmare with train signals

Sorry about the screenshots not sure what happened there. I have hopefully uploaded the save file. Thank you for your response. Excuse the file name this was when my railway was actually working haha. First of all, near "poorprogramming", the junction is broken. Looking from the south, th...
by SoShootMe
Wed Feb 10, 2021 12:00 pm
Forum: Gameplay Help
Topic: Having a nightmare with train signals
Replies: 11
Views: 485

Re: Having a nightmare with train signals

Can't see any screenshots. Uploading a save might also be helpful.
by SoShootMe
Wed Feb 10, 2021 8:50 am
Forum: Gameplay Help
Topic: Almost identical blueprints
Replies: 17
Views: 1048

Re: Almost identical blueprints

Do descriptions not transfer in blueprint strings? They do; sorry, I didn't look. The problem with replacing Stone with Each is that when there is nothing in the chests, the combinator outputs nothing instead of the 14k it should. Yes, that's true. Another way around it would be to set the top-righ...
by SoShootMe
Wed Feb 10, 2021 5:21 am
Forum: Gameplay Help
Topic: Almost identical blueprints
Replies: 17
Views: 1048

Re: Almost identical blueprints

If this isn't the proper part of the forum, then where is? Combinator Creations was where gGeorg was suggesting. But here also seems fine, to me at least. A description/explanation of what the blueprint you posted does (or is intended to do) would make it easier for people to offer help/advice: the...
by SoShootMe
Sun Feb 07, 2021 8:37 am
Forum: General discussion
Topic: Is the Fluid Rework still planned?
Replies: 46
Views: 2430

Re: Is the Fluid Rework still planned?

The current system makes optimizing complex fluid distribution networks (or even some relatively simple ones) basically impossible , since the behavior is so inconsistent and unpredictable. Show me one of these "impossible" to optimize fluid distribution networks and I will show you what'...
by SoShootMe
Sun Feb 07, 2021 6:08 am
Forum: Gameplay Help
Topic: Almost identical blueprints
Replies: 17
Views: 1048

Re: Almost identical blueprints

The depot can accommodate up to 36 stops (for really huge ore patches), and pasting in a separate train stop wouldn't put in the circuit connections. But, I'm guessing there is no mod that will let you specify what should go in placeholder spots. So, I will go on having a separate blueprint for eac...
by SoShootMe
Wed Dec 30, 2020 7:57 am
Forum: Ideas and Suggestions
Topic: New stop condition for Trains...
Replies: 11
Views: 542

Re: New stop condition for Trains...

:: If item count less / more for each wagon "Any wagon" and "All wagons" variants of item/fluid count and full/empty might have some uses, but for bulk transport, you want to balance unloading in order to maximise the amount transported per train journey and have no need of such...
by SoShootMe
Tue Dec 29, 2020 7:00 pm
Forum: Gameplay Help
Topic: A few questions I haven't manage to find an answer for yet...
Replies: 5
Views: 469

Re: A few questions I haven't manage to find an answer for yet...

1) What is the logic for calling construction bots to work? I think construction robots nearest the ghosts are assigned first. But while there are ghosts that haven't had a robot assigned, items in the logistic network to build them, and available construction robots, more robots will keep being as...
by SoShootMe
Tue Dec 29, 2020 10:27 am
Forum: Ideas and Suggestions
Topic: Undo/Redo indication
Replies: 9
Views: 409

Re: Undo/Redo indication

But as experienced player (working with keyboard only), I either know how many times I need to undo, or not. And for that case I’m willing to use my mouse to see, what will be changed. ... The problem with Factorio is, that this could lead to a point where I destruct an important outpost and that w...
by SoShootMe
Tue Dec 29, 2020 8:24 am
Forum: Ideas and Suggestions
Topic: Undo/Redo indication
Replies: 9
Views: 409

Re: Undo/Redo indication

Maybe, when I hover over the buttons, that the tiles that will be changed are marked with some color. And if not on map I see arrows into the direction. This doesn't help after the fact or when using the keyboard. How about creating an alert for what was undone, if it is not currently visible, comp...
by SoShootMe
Tue Dec 29, 2020 7:06 am
Forum: Gameplay Help
Topic: logistic: push to storage
Replies: 9
Views: 588

Re: logistic: push to storage

For filtered storage chests I can only filter what item _can_ be stored in it. This doesn't prevent the item from being stored in another storage chest that has no filter. Buffer chests would activly draw their item from any other storage chest on the map. This would mean the material could never b...
by SoShootMe
Sun Dec 13, 2020 4:34 pm
Forum: Ideas and Suggestions
Topic: Create module request when placing ghost over existing building
Replies: 14
Views: 657

Re: Create module request when placing ghost over existing building

That does work with the temporary blueprint method above. It is just modules that are the exception. Wait, what exactly is the exception again? Either way you're placing down entities then setting them up (or finding existing ones) before ctrl+C or BPing. Your method also suggests modules are repla...

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