Search found 1002 matches
- Sat Mar 20, 2021 12:44 pm
- Forum: Gameplay Help
- Topic: railroad best practices
- Replies: 11
- Views: 7615
Re: railroad best practices
Mixing train length is fine is you plan for it. The distance between junctions (for waiting) and the spacing between signals on long stretches should take int account the longer train size.
- Sun Mar 14, 2021 12:03 am
- Forum: Gameplay Help
- Topic: Sound alarm when the train is full.
- Replies: 3
- Views: 1820
Re: Sound alarm when the train is full.
Hook up a wire to the train stop and set it to "read train contents". To truly only play a sound only once instead of constantly it gets more complicated however. You need a edge detector/pulse generator for that to turn the constant signal into a pulse: 0eNrNWEuO2zgQvUrA5UBqiLT802KAvkN2QS...
- Fri Mar 12, 2021 12:16 pm
- Forum: Gameplay Help
- Topic: Biter-ness (Basics questions)
- Replies: 7
- Views: 3234
Re: Biter-ness (Basics questions)
I kill a hundred or so pursuing me, does it achieves anything? It will raise slightly evolution, but are losses a real loss to the base? Killing biters does not increase evolution. Time, absorbed pollution and killing spawners does Biter expansion can be fine tuned during map generation: https://wi...
- Sun Mar 07, 2021 6:04 pm
- Forum: Gameplay Help
- Topic: Old items recycle.
- Replies: 7
- Views: 7632
Re: Old items recycle.
you must not have any other storage chests containing the item. Oh damn, I forgot about that :/ Usually it's not an issue though. In practice I only have things in unfiltered chests that isn't handled in other ways. Unless you have random storage chests all over the place for no reason you can make...
- Sun Mar 07, 2021 5:47 pm
- Forum: Gameplay Help
- Topic: Will somebody kindly explain research speed to me :'(
- Replies: 8
- Views: 2611
Re: Will somebody kindly explain research speed to me :'(
Here is a lab calculator: https://codepen.io/Tickthokk/full/NBbKPZ/ You can input your number of science packs and select a research topic per time and packs needed. Then it will spit out the number of labs you need to consume those packs. It also works the other way around Make sure to disable modu...
- Sun Mar 07, 2021 4:06 pm
- Forum: Gameplay Help
- Topic: Old items recycle.
- Replies: 7
- Views: 7632
Re: Old items recycle.
In your production area use either buffer chests or filtered storage chests (available earlier without yellow science) as output. Then control the output inserter with a circuit wire connected to that chest. So for yellow belts for example set the inserter to only work when "yellow belt < 800&q...
- Sat Mar 06, 2021 5:08 pm
- Forum: Gameplay Help
- Topic: Give 10 ...
- Replies: 2
- Views: 940
Re: Give 10 ...
Not possible afaik
This mod helps with distributing things more nicely:
https://mods.factorio.com/mods/321fredd ... stribution
This mod helps with distributing things more nicely:
https://mods.factorio.com/mods/321fredd ... stribution
- Fri Mar 05, 2021 12:20 pm
- Forum: Gameplay Help
- Topic: Fluids are killing me
- Replies: 17
- Views: 5710
Re: Fluids are killing me
I needed to add extra 3 pumps because the light out didn't reach the entire cracking setup only the first chem plant. Fluids can be a bit screwy sometimes, but it's not that bad. You usually only run into throughput issues on very large late game setups. Otherwise you only need pumps for flow contr...
- Thu Mar 04, 2021 1:10 pm
- Forum: Gameplay Help
- Topic: Conveyor belts not moving enemies?
- Replies: 2
- Views: 1339
- Wed Mar 03, 2021 8:23 pm
- Forum: Gameplay Help
- Topic: Burner mining drill "Waiting for space in destination"
- Replies: 2
- Views: 12394
Re: Burner mining drill "Waiting for space in destination"
They can also mine directly into furnaces. And coal miners can mean into each other. So you can chain them in a loop. Like here: https://www.yekbot.com/factorio-simple-early-game-builds-and-tips/ You can do what you're doing there and it's interesting, but most people add fuel and take out the produ...
- Sun Feb 28, 2021 7:36 pm
- Forum: Gameplay Help
- Topic: how does oil work?
- Replies: 4
- Views: 4363
Re: how does oil work?
The other input is for water later on when you unlock a better, but more complicated recipe. That's also when the other outputs get used. For now you don't need water, but it doesn't hurt to plan for the future. In general it's easier to transport the crude oil somewhere closer to your base and refi...
- Sat Feb 27, 2021 5:07 pm
- Forum: Gameplay Help
- Topic: logistic filter for item?
- Replies: 2
- Views: 1055
Re: logistic filter for item?
Click the center button on the top and you can connect an inserter to the local logistics network
- Wed Feb 24, 2021 7:41 pm
- Forum: Gameplay Help
- Topic: When can I (safely) start with nuclear power?
- Replies: 29
- Views: 10907
Re: When can I (safely) start with nuclear power?
Yeah you don't need much production just to launch a rocket if you just wait and let things produce over time. Where power production goes up drastically is when you use beacons and productivity modules everywhere.
- Sun Feb 21, 2021 11:52 am
- Forum: Gameplay Help
- Topic: Launch counter
- Replies: 3
- Views: 1592
- Wed Feb 17, 2021 2:14 am
- Forum: Gameplay Help
- Topic: generate resources on the map.
- Replies: 3
- Views: 3469
Re: generate resources on the map.
Changing resource generation only works on newly generated chunks
- Thu Feb 11, 2021 11:49 am
- Forum: Ideas and Suggestions
- Topic: Add a building where bots can recharge
- Replies: 6
- Views: 2075
- Wed Feb 10, 2021 8:54 pm
- Forum: Ideas and Suggestions
- Topic: Add a building where bots can recharge
- Replies: 6
- Views: 2075
Re: Add a building where bots can recharge
The whole needs to be taken to the logical conclusion. And that's also have extra buildings for the other roboport functions. Storage isn't necessary maybe, but there really shouldn't be a one-tile network extender
- Wed Feb 10, 2021 7:17 pm
- Forum: Gameplay Help
- Topic: Having a nightmare with train signals
- Replies: 11
- Views: 2477
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 part about the chain signal is true. And he does use multiple trains per station. When I know that'...
- Wed Feb 10, 2021 1:53 pm
- Forum: Gameplay Help
- Topic: Having a nightmare with train signals
- Replies: 11
- Views: 2477
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 on the one-way track a signal on either side. EDIT: with multiple trains going to one station you need a chain signal before the merge/split s...
- Wed Feb 10, 2021 12:00 am
- Forum: Gameplay Help
- Topic: huge problem with soler panels
- Replies: 3
- Views: 1207
Re: huge problem with soler panels
There is a day night cycle you know. That's pretty obvious with everything getting darker and lights turning on When you first get solar panels you can't entirely rely on them but they have priority over steam power. That means less pollution and less coal consumption. After you have set up oil proc...