Search found 353 matches

by Mr. Tact
Fri Jan 18, 2019 6:57 pm
Forum: Gameplay Help
Topic: Use storage chests before passive provider chests
Replies: 2
Views: 64

Re: Use storage chests before passive provider chests

Yeah, it does work that way. If you aren't seeing that behavior you might have separate zones.
by Mr. Tact
Thu Jan 17, 2019 1:47 am
Forum: Gameplay Help
Topic: New disabled player - difficulty using keys to move
Replies: 14
Views: 309

Re: New disabled player - difficulty using keys to move

LocknRol wrote:
Wed Jan 16, 2019 7:36 pm
Got it! I ****ing got it:

https://www.reddit.com/r/factorio/comme ... ey_script/
Cool. Auto Hot Key has fixed a lot of things.
by Mr. Tact
Tue Jan 15, 2019 3:06 am
Forum: Gameplay Help
Topic: New disabled player - difficulty using keys to move
Replies: 14
Views: 309

Re: New disabled player - difficulty using keys to move

A quick Google found this:

https://github.com/mirkow/factoriomousecontrol

I make no claims to how well, or if it even works.
by Mr. Tact
Thu Jan 10, 2019 9:24 pm
Forum: Gameplay Help
Topic: Circle Intersection
Replies: 15
Views: 245

Re: Circle Intersection

Actually, thinking about it some more, based on what you said... shouldn't the signals next to the green Ts I've inserted also be changed to regular instead of chain signals? "no chain signals for merging" ... So, basically -- the only time you want a chain signal is when you are crossing another ra...
by Mr. Tact
Thu Jan 10, 2019 8:58 pm
Forum: Gameplay Help
Topic: Circle Intersection
Replies: 15
Views: 245

Re: Circle Intersection

Ah, okay. Cool. Thanks.
by Mr. Tact
Thu Jan 10, 2019 7:21 pm
Forum: Gameplay Help
Topic: Circle Intersection
Replies: 15
Views: 245

Re: Circle Intersection

Okay, I just want to make sure I understand this. If you make the signal changes indicated by Loewchen, that makes the T slightly faster why? Fewer recalculations due to fewer chain signals?
by Mr. Tact
Thu Jan 10, 2019 6:30 pm
Forum: Gameplay Help
Topic: Circle Intersection
Replies: 15
Views: 245

Re: Circle Intersection

Hmm, okay. Guess it is time to do some updates...

And as to whether this T or the circle has a higher throughput? No difference?
by Mr. Tact
Thu Jan 10, 2019 5:30 pm
Forum: Gameplay Help
Topic: Circle Intersection
Replies: 15
Views: 245

Re: Circle Intersection

Hmm, it is a blueprint I've had a long time. But looking at it with a signal in my hand:

3 way-2.jpg
3 way-2.jpg (386.09 KiB) Viewed 212 times

All the cross or merge points are separate blocks, isn't that what you want?
by Mr. Tact
Thu Jan 10, 2019 4:35 pm
Forum: Gameplay Help
Topic: Circle Intersection
Replies: 15
Views: 245

Re: Circle Intersection

4. Twice, in about 250 hours of play, in a high traffic area (15+ trains using one intersection), I managed to deadlock trains in the circle - 4 trains using the circle, and none of them able to exit. I still don't understand why, changing one train to manual and driving it out of the circle cleare...
by Mr. Tact
Thu Jan 10, 2019 4:15 pm
Forum: Gameplay Help
Topic: Circle Intersection
Replies: 15
Views: 245

Re: Circle Intersection

Loewchen wrote:
Thu Jan 10, 2019 3:07 pm
There is no difference at all. There is no point in splitting this block because no possible train path could occupy only one of the now two blocks.
That's what I was thinking, but I couldn't manage to convince myself I was right. Thanks.
by Mr. Tact
Thu Jan 10, 2019 2:48 pm
Forum: Gameplay Help
Topic: Circle Intersection
Replies: 15
Views: 245

Circle Intersection

Is there going to be any noticeable difference in the throughput of these intersections?

circle 1.jpg
circle 1.jpg (92 KiB) Viewed 245 times
circle 2.jpg
circle 2.jpg (94.87 KiB) Viewed 245 times
by Mr. Tact
Wed Jan 09, 2019 6:00 pm
Forum: Gameplay Help
Topic: More, Faster!
Replies: 4
Views: 182

Re: More, Faster!

Ah... although off point of the question I asked -- I managed to find a simpler more direct fix, at least for the short term. Since my green circuit area is being feed 16 blue belts of copper (and iron) I can simply duplicate my smelting area allowing it to feed the green circuit production directly...
by Mr. Tact
Wed Jan 09, 2019 4:22 pm
Forum: Gameplay Help
Topic: More, Faster!
Replies: 4
Views: 182

More, Faster!

Hi. I've been slowly working on expanding a base. It has reached a "medium" size. I have separate areas for copper, iron, green and red circuit production. My off-site copper smelting (there is also some smelting directly adjacent to the base) is currently producing 16 blue belts worth of copper. I ...
by Mr. Tact
Tue Jan 08, 2019 2:24 pm
Forum: Releases
Topic: Factorio Roadmap for 0.17 & 0.18
Replies: 765
Views: 610957

Re: Factorio Roadmap for 0.17 & 0.18

Ojelle wrote:
Mon Jan 07, 2019 7:55 am
You guys forgot the Golden rule

"Everything takes longer then expected"
I thought the golden rule was, "More, Faster". :mrgreen:
by Mr. Tact
Sun Jan 06, 2019 10:48 pm
Forum: Gameplay Help
Topic: Can someone please tell me how to properly signal this
Replies: 18
Views: 399

Re: Can someone please tell me how to properly signal this

Derp. Sorry about that. Should have known better than to suggest (without testing) a setup I wasn't extremely familiar with. That's the thing about rail signalling, even when you've played for thousands of hours you can still mess it up... :mrgreen:
by Mr. Tact
Sun Jan 06, 2019 4:43 am
Forum: Gameplay Help
Topic: Trains are so @#*%&ing frustrating
Replies: 4
Views: 182

Re: Trains are so @#*%&ing frustrating

Yeah, obviously the game is not being consistent there for some reason, try adding signals on both sides of the track or backtrack to the next signal which likely is only on a single side.
by Mr. Tact
Sun Jan 06, 2019 4:41 am
Forum: Gameplay Help
Topic: Can someone please tell me how to properly signal this
Replies: 18
Views: 399

Re: Can someone please tell me how to properly signal this

Something like this:
two way y.jpg
two way y.jpg (155.76 KiB) Viewed 388 times
by Mr. Tact
Fri Jan 04, 2019 10:24 pm
Forum: Gameplay Help
Topic: Train circuit
Replies: 6
Views: 204

Re: Train circuit

Well, trains can go both ways, you just need engines at either end facing opposite directions. Are you getting a "No Path" from the engine? If so, assuming no signaling, you have a break in the track somewhere. Otherwise either there is a break in the track or the signaling is busted. If you can't f...
by Mr. Tact
Tue Jan 01, 2019 3:51 am
Forum: Gameplay Help
Topic: Train path check on Intersections
Replies: 9
Views: 307

Re: Train path check on Intersections

Haha, that is a great intersection.... for all the wrong reasons. :mrgreen: As stated, you need to simplify.
by Mr. Tact
Thu Dec 20, 2018 5:20 pm
Forum: Gameplay Help
Topic: problem with Refinery
Replies: 3
Views: 215

Re: problem with Refinery

First guess, just not enough oil. Second guess, polluted pipes.

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