Search found 33 matches

by Griffon0129
Sat Apr 09, 2016 6:13 pm
Forum: Gameplay Help
Topic: I dont understand the logistic chest system
Replies: 3
Views: 2255

Re: I dont understand the logistic chest system

The picture in the tech tree does a pretty good job of explaining how the chests work. purple goes to blue and yellow (think this is the active one, which means keep me empty) yellow receives from player trash and purple, and empties to blue (storage chest) red only goes to blue (passive, which mean...
by Griffon0129
Fri Apr 08, 2016 3:42 pm
Forum: General discussion
Topic: just curious, why no Smart Long Handed Inserters?
Replies: 5
Views: 3026

Re: just curious, why no Smart Long Handed Inserters?

i could, but that looks really cool. i can do it the most efficient way, but wanted to make it work the depicted way. If you really wanted to do it efficiently (and probably the way i'd do it, even though you don't seem interested in efficiency) then have 2 train cars and load it up with fast inser...
by Griffon0129
Fri Apr 08, 2016 6:28 am
Forum: General discussion
Topic: just curious, why no Smart Long Handed Inserters?
Replies: 5
Views: 3026

Re: just curious, why no Smart Long Handed Inserters?

For that matter why don't fast long inserters exist? I don't really use smart inserters often (although they are very useful when needed), but I've found several needs for long inserters and wish they were faster. And once again this does exist in certain mods (yuoki and I think 5dim has a smart fas...
by Griffon0129
Fri Apr 08, 2016 6:16 am
Forum: General discussion
Topic: Why can't 1 gear factory supply 10 red science factories?
Replies: 9
Views: 14978

Re: Why can't 1 gear factory supply 10 red science factories?

This website (link below) has already done all the numbers for you and says how many of each machine down to the furnaces and ores needed for that item then you can even say how many items per second, minute, or hour you want made (also has some mod support). http://factorio.rotol.me/pack/base-f11/f...
by Griffon0129
Fri Apr 08, 2016 5:54 am
Forum: General discussion
Topic: Annoyances associated with Factory building
Replies: 41
Views: 12728

Re: Annoyances associated with Factory building

robots from your personal roboport flying to fix something while on a train This happens to me a lot! I somehow lose several of my personal robots because of this (although most eventually find their way back). Usually by the time I stop the train they're long out of range so they stop what they we...
by Griffon0129
Thu Apr 07, 2016 12:26 am
Forum: Mods
Topic: [mod 0.12.30] {BB} - Belt Brush
Replies: 34
Views: 19157

Re: [mod 0.12.29] {BB} - Belt Brush

I like the idea of this mod, but v0.0.1 is the only version that worked for me without any "nil" errors and without the ability to upgrade previously placed belts it's not that useful since I have to upgrade them 1 row at a time still. Keep working on it though and hope you get it working ...
by Griffon0129
Wed Apr 06, 2016 10:54 pm
Forum: General discussion
Topic: So what's after the campaign?
Replies: 10
Views: 5535

Re: So what's after the campaign?

You could try to make the biggest factory imaginable. Constantly expanding it to make as many rockets as you can fast as possible. That is true after the 1st rocket launch it does keep a running total of the number of rockets you've sent off. However I usually start a new game after rocket launch, ...
by Griffon0129
Wed Apr 06, 2016 7:42 pm
Forum: Gameplay Help
Topic: Trains: help with 1 lane to 2 lanes (not single rails)
Replies: 3
Views: 2720

Re: Trains: help with 1 lane to 2 lanes (not single rails)

I've done a little experimenting on my own and found that chain signals and this zigzag pattern to be the answer. 4Rails.png From what I understand chain signals are the color of the the signal in front of it. If there are 2 signals in front of the chain signal with one being green and the other is ...
by Griffon0129
Wed Apr 06, 2016 5:55 pm
Forum: General discussion
Topic: SOLAR or STEAM [poll]
Replies: 72
Views: 36514

Re: SOLAR or STEAM [poll]

Kinda surprised this topic lasted this long, but anyways... Lately I've been building both and not building accumulators at all. The trick is to build more than enough of both so that the steam comes to a halt during the day when solar overpowers them, then as the solar panels die out the steam kick...
by Griffon0129
Wed Apr 06, 2016 5:33 pm
Forum: General discussion
Topic: Ressources farther away: RSO or vanilla settings
Replies: 5
Views: 2920

Re: Ressources farther away: RSO or vanilla settings

RSO and FARL are must play mods even if you are trying to do vanilla only. Foreman is also nice because you can save your blueprints from one game and load them into another.
by Griffon0129
Wed Apr 06, 2016 2:15 am
Forum: General discussion
Topic: Military suggestion
Replies: 13
Views: 5702

Re: Military suggestion

Try Yuoki Profit from War mod, you can't use everything it adds directly, you trade it for "money," (hints: Profit from War) but it still has a few functional items. You can turn your player into a mech walker (it's basically a really good modular/power armor with 12x12 grid that makes you...
by Griffon0129
Wed Apr 06, 2016 1:38 am
Forum: Gameplay Help
Topic: Steam Engine Input Rate (Fluid Disposal)
Replies: 6
Views: 5505

Re: Steam Engine Input Rate (Fluid Disposal)

The steam engine can use any type of liquid to generate electricity. This can be used to get rid of unused oil-products. Just fill unusable oil products into a steam engine and it will destroy the liquids (cold liquids will be destroyed at a rate of 6.0 fluid / second). That is from the wiki link i...
by Griffon0129
Wed Apr 06, 2016 1:02 am
Forum: Gameplay Help
Topic: Trains: help with 1 lane to 2 lanes (not single rails)
Replies: 3
Views: 2720

Trains: help with 1 lane to 2 lanes (not single rails)

I've been using FARL, RSO, and Yuoki mods. Since resources are so far away and the Yuoki trains mod adds several new trains and cargo that have different speeds, I want a double lane rail line for the long stretches of my rail so the slower trains don't slow down the faster ones. I have something li...
by Griffon0129
Fri Apr 01, 2016 7:06 pm
Forum: Gameplay Help
Topic: Two ingredients for one inserter
Replies: 5
Views: 2332

Re: Two ingredients for one inserter

I know you can set item filters for train cars so 1 inserter will only fill certain slots with certain items, unfortunately this is very counter productive to what you want, like everyone else said just use 2 inserters. (although I would just use a fast inserter putting the items directly into the c...
by Griffon0129
Wed Mar 30, 2016 9:19 pm
Forum: Gameplay Help
Topic: Is this an efficient 1 to 4 belt?
Replies: 8
Views: 5621

Re: Is this an efficient 1 to 4 belt?

I think I came up with the belt Equalizer you were looking for and also works as a 4 to 4 equalizer. It's 12*6 and uses 30 belts, 8 underground, and 9 splitters. BeltEqualizer_1.png BeltEqualizer_2.png BeltEqualizer_3.png BeltEqualizer_4.png do local blueprintData={icons={[1]={name="basic-split...
by Griffon0129
Wed Mar 30, 2016 7:35 pm
Forum: Gameplay Help
Topic: What are good Circuit Network Designs/What is the point?
Replies: 15
Views: 12749

Re: What are good Circuit Network Designs/What is the point?

After reading all the comments it seems like oil processing is the only useful thing for logistic network unless you want to buffer items or prevent belts from being loaded up with items 24/7. The other use which is just for fun is to make light shows lol. I did sorta try the item buffering to only ...
by Griffon0129
Wed Mar 30, 2016 8:24 am
Forum: Gameplay Help
Topic: I can't figure out trains
Replies: 10
Views: 6068

Re: I can't figure out trains

The FARL mod simplifies trains so much, basically the only track building I do manually is stations and crossings (T and +). FARL is kinda hard at first until you know what your doing then it does everything for you except steer. FARL clears trees, places signals, electric poles, (and anything else ...
by Griffon0129
Wed Mar 30, 2016 7:48 am
Forum: Gameplay Help
Topic: What are good Circuit Network Designs/What is the point?
Replies: 15
Views: 12749

Re: What are good Circuit Network Designs/What is the point?

Ah, i now i get what trying to solve. The most simple and straight forward solution to your problem would be to implement 3 decider combiner and only when all 3 conditions are true the pump will run. Exactly, except I thought it'd be easier to just subtract 1 when lubricant was low except the arith...
by Griffon0129
Tue Mar 29, 2016 8:58 pm
Forum: General discussion
Topic: So what's after the campaign?
Replies: 10
Views: 5535

Re: So what's after the campaign?

I started off skipping all the tutorials and campaign but then was like what do I do, what is this, so I played 2 or 3 tutorials (which were boring, sorry, but still helpful) then went straight to custom game. Don't think I even completed the tutorial, but after 2 play throughs (launching rocket) wi...
by Griffon0129
Tue Mar 29, 2016 8:45 pm
Forum: Gameplay Help
Topic: What are good Circuit Network Designs/What is the point?
Replies: 15
Views: 12749

Re: What are good Circuit Network Designs/What is the point?

Im not a programmer but can read some programming languages, but i have a hard time figuring out what you are trying to accomplish. If you want to maintain a certain minimum level it enough to connect both pump and tank to the network and set the pump to: Lubricant < 1000. However im suspecting u w...

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