Search found 36 matches
- Fri Aug 09, 2019 8:16 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 375260
Re: Friday Facts #305 - The Oil Changes
Advanced oil's obvious benefit is its more favorable ratios (10:45:55) and 10 units extra output product, but it's interesting that it's not strictly superior to basic oil because it produces less heavy oil.
The ratios are “more favorable” because 90% of the final/intermediate products can ...
- Fri Aug 09, 2019 4:50 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 375260
Re: Friday Facts #305 - The Oil Changes
Advanced oil's obvious benefit is its more favorable ratios (10:45:55) and 10 units extra output product, but it's interesting that it's not strictly superior to basic oil because it produces less heavy oil.
The ratios are “more favorable” because 90% of the final/intermediate products can be ...
- Fri Aug 09, 2019 1:31 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 375260
Re: Friday Facts #305 - The Oil Changes
Regarding NOT newcomers:
Can we vote?
A - Easy Oil and Delayed construction bots
B - Less Easy Oil and Regularly available construction bots
I'm B all the way. Is there really a repeat player who is an A?
I mean, I guess so, but I haven't met them yet.
That's where my whole anti-Oil change ...
- Mon Aug 05, 2019 2:16 pm
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 182481
Re: Version 0.17.60
I posted this over in Friday Facts #305 - The Oil Changes
So I won't repost the whole thing here.
Pre-17.60 Science:
Automation (Red) – No Oil products
Logistics (Green)– No Oil Products
Military (Grey) – No Oil Products
Chemical (Bule) – Solid Fuel (HO/LO/PG) and Plastic (PG)
Production (Purple ...
So I won't repost the whole thing here.
Pre-17.60 Science:
Automation (Red) – No Oil products
Logistics (Green)– No Oil Products
Military (Grey) – No Oil Products
Chemical (Bule) – Solid Fuel (HO/LO/PG) and Plastic (PG)
Production (Purple ...
- Sun Aug 04, 2019 2:25 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 375260
Re: Friday Facts #305 - The Oil Changes
Now that the mania over the 17.60 oil change has passed and the thread posts have slowed down a bit, I would like to look at oil fractions as a whole.
The devs believe that the “oil wall” exists and I am not here to argue that point. Rather, I would like to look deeper in to Oil refining and what ...
The devs believe that the “oil wall” exists and I am not here to argue that point. Rather, I would like to look deeper in to Oil refining and what ...
- Fri Jul 26, 2019 4:48 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 375260
Re: Friday Facts #305 - The Oil Changes
+1Ambaire wrote: Fri Jul 26, 2019 4:37 pm
Why change basic oil processing? Why not instead add 3 new specific oil processing recipes that produce heavy/light/petro gas at lower rates?
- Wed May 01, 2019 1:01 am
- Forum: General discussion
- Topic: Forts or walls
- Replies: 28
- Views: 11483
Re: Forts or walls
Walls
Walls
- Tue Apr 23, 2019 4:42 pm
- Forum: General discussion
- Topic: [Academic problem] 8 way intersection without roundabout?
- Replies: 13
- Views: 7184
Re: [Academic problem] 8 way intersection without roundabout?
https://mods.factorio.com/mod/entity-symmetry
https://mods-data.factorio.com/assets/ef08ce8196b6e76889ccba7edb98d2a8c609b04c.png
Like this ;)
Nice! Very elegant.
Problem: you cannot make a hard right from the cardinal directions(0 to 315, 90 to 45, 180 to 135, 270 to 225).
It looks like ...
- Fri Dec 07, 2018 9:54 pm
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 38988
Re: Friday Facts #272 - Mod GUI
I propose that incompatible mods should be greyed out and sorted to the bottom of the list, and that their description should explain if it is too old or too new, and what the compatible versions are. This way the user can understand why they can't install a mod, and has the info they need should ...
- Fri Jun 09, 2017 2:36 am
- Forum: Railway Setups
- Topic: [0.15.x] Load Resources from Mines on Request
- Replies: 11
- Views: 9295
Re: [0.15.x] Load Resources from Mines on Request
Updated to 0.15.x
-Dakamgi

-Dakamgi
- Sun Jun 04, 2017 12:02 am
- Forum: Gameplay Help
- Topic: How to PROPERLY use Enable/Disable of a Train Station
- Replies: 20
- Views: 28637
Re: How to PROPERLY use Enable/Disable of a Train Station
I re-read your post a couple of times now and I can't quite grasp how you could possibly have the throughput required for you setup. Say you had 2 mines with resources ready to go, either all 10 of your trains path to those two mines which require a decent amount of stacker lanes such that your ...
- Sat Jun 03, 2017 4:36 pm
- Forum: Gameplay Help
- Topic: How to PROPERLY use Enable/Disable of a Train Station
- Replies: 20
- Views: 28637
Re: How to PROPERLY use Enable/Disable of a Train Station
I will give your ideas a try though, with new 4x4 intersections including that roundabout square you have. By chance do you have a blueprint?
I currently have 4 blueprints and they are shamelessly based of the rail layout from Zisteau's Factorio Meiosis youtube series.
https://www.youtube.com ...
I currently have 4 blueprints and they are shamelessly based of the rail layout from Zisteau's Factorio Meiosis youtube series.
https://www.youtube.com ...
- Sat Jun 03, 2017 4:30 pm
- Forum: Gameplay Help
- Topic: How to PROPERLY use Enable/Disable of a Train Station
- Replies: 20
- Views: 28637
Re: How to PROPERLY use Enable/Disable of a Train Station
I've decided to let trains equal to (iron ore available at all outposts/8000) be released from the waiting bay. In order to make this work properly, I will only output the total ore available at a station if that station has >=8000 ore. So if a station only has 7000 it will be closed and output 0 ...
- Sat Jun 03, 2017 3:57 pm
- Forum: Gameplay Help
- Topic: How to PROPERLY use Enable/Disable of a Train Station
- Replies: 20
- Views: 28637
Re: How to PROPERLY use Enable/Disable of a Train Station
Essentially, most of the time my distribution trains are staying on the central stations, ready to depart to whatever consumption station gets enabled first. There may be several distribution trains per central station, each with identical set of orders.
I've gone the other way on this. To build ...
- Sat Jun 03, 2017 2:53 am
- Forum: Gameplay Help
- Topic: How to PROPERLY use Enable/Disable of a Train Station
- Replies: 20
- Views: 28637
Re: How to PROPERLY use Enable/Disable of a Train Station
Hi everyone,
My current goal is to name all of my outposts the same so trains can path to whichever one has enough ore for a full load (>= 8000).
Ok. So we have the same goal.
I am able to enable/disable to stations fine, but the problem is (I don't have loops, my locomotives are LCCCCL with ...
My current goal is to name all of my outposts the same so trains can path to whichever one has enough ore for a full load (>= 8000).
Ok. So we have the same goal.
I am able to enable/disable to stations fine, but the problem is (I don't have loops, my locomotives are LCCCCL with ...
- Fri Jun 02, 2017 1:06 am
- Forum: Railway Setups
- Topic: Setting train destinations using combinators.
- Replies: 20
- Views: 34240
Re: Setting train destinations using combinators.
I'm confused by the statement "Not setting the train destination".
Since all of my copper mines are named "Mine-Copper" the destination is built into the schedule. Your destination(s) is(are) built into the schedule for your trains as well.
I'm confused by the Seeker Station. Is this an ...
Since all of my copper mines are named "Mine-Copper" the destination is built into the schedule. Your destination(s) is(are) built into the schedule for your trains as well.
I'm confused by the Seeker Station. Is this an ...
- Tue May 30, 2017 1:19 pm
- Forum: Railway Setups
- Topic: Setting train destinations using combinators.
- Replies: 20
- Views: 34240
Re: Setting train destinations using combinators.
They go to the closest mine first of course. But the Mine (Station) is disabled when the train arrives (cyan light). This causes the next train to path to a different mine.
The trick to the thing is to only have a number of active trains <= the number of available destinations.
Having more trains ...
The trick to the thing is to only have a number of active trains <= the number of available destinations.
Having more trains ...
- Tue May 30, 2017 12:31 pm
- Forum: Railway Setups
- Topic: Setting train destinations using combinators.
- Replies: 20
- Views: 34240
Re: Setting train destinations using combinators.
I came at this from a different approach. Now my setup works only for raw material, Coal, Copper, Iron, ect.
I have 10 trains (this can be scaled without difficulty) for each resource in their own set of waiting bays.
Each Resource has a Scanning device that sequentially selects the mine(s ...
I have 10 trains (this can be scaled without difficulty) for each resource in their own set of waiting bays.
Each Resource has a Scanning device that sequentially selects the mine(s ...
- Tue May 30, 2017 2:04 am
- Forum: Pending
- Topic: [0.15.16] Train Schedule - Station state not updating
- Replies: 2
- Views: 2144
Re: [0.15.16] Train Schedule - Station state not updating
Updated with Video
- Tue May 30, 2017 1:58 am
- Forum: Railway Setups
- Topic: [0.15.x] Load Resources from Mines on Request
- Replies: 11
- Views: 9295
Re: Load Resources from Mines on Request
Updated OP with V15 Video.
Now with State Machines.
Now with State Machines.