Search found 36 matches

by Zaka
Fri Aug 09, 2019 8:16 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 279042

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 made ...
by Zaka
Fri Aug 09, 2019 4:50 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 279042

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 made ...
by Zaka
Fri Aug 09, 2019 1:31 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 279042

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 sentimen...
by Zaka
Mon Aug 05, 2019 2:16 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 136176

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) – ...
by Zaka
Sun Aug 04, 2019 2:25 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 279042

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 it...
by Zaka
Fri Jul 26, 2019 4:48 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 279042

Re: Friday Facts #305 - The Oil Changes

Ambaire 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?
+1
by Zaka
Wed May 01, 2019 1:01 am
Forum: General discussion
Topic: Forts or walls
Replies: 28
Views: 8765

Re: Forts or walls

Walls
Walls
by Zaka
Tue Apr 23, 2019 4:42 pm
Forum: General discussion
Topic: [Academic problem] 8 way intersection without roundabout?
Replies: 13
Views: 5622

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 an easy fix...
by Zaka
Fri Dec 07, 2018 9:54 pm
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 78
Views: 33002

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 t...
by Zaka
Fri Jun 09, 2017 2:36 am
Forum: Railway Setups
Topic: [0.15.x] Load Resources from Mines on Request
Replies: 11
Views: 8308

Re: [0.15.x] Load Resources from Mines on Request

Updated to 0.15.x :D
-Dakamgi
by Zaka
Sun Jun 04, 2017 12:02 am
Forum: Gameplay Help
Topic: How to PROPERLY use Enable/Disable of a Train Station
Replies: 20
Views: 24298

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 lin...
by Zaka
Sat Jun 03, 2017 4:36 pm
Forum: Gameplay Help
Topic: How to PROPERLY use Enable/Disable of a Train Station
Replies: 20
Views: 24298

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/playl...
by Zaka
Sat Jun 03, 2017 4:30 pm
Forum: Gameplay Help
Topic: How to PROPERLY use Enable/Disable of a Train Station
Replies: 20
Views: 24298

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 o...
by Zaka
Sat Jun 03, 2017 3:57 pm
Forum: Gameplay Help
Topic: How to PROPERLY use Enable/Disable of a Train Station
Replies: 20
Views: 24298

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 gr...
by Zaka
Sat Jun 03, 2017 2:53 am
Forum: Gameplay Help
Topic: How to PROPERLY use Enable/Disable of a Train Station
Replies: 20
Views: 24298

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 each l...
by Zaka
Fri Jun 02, 2017 1:06 am
Forum: Railway Setups
Topic: Setting train destinations using combinators.
Replies: 20
Views: 30979

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 ...
by Zaka
Tue May 30, 2017 1:19 pm
Forum: Railway Setups
Topic: Setting train destinations using combinators.
Replies: 20
Views: 30979

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 on...
by Zaka
Tue May 30, 2017 12:31 pm
Forum: Railway Setups
Topic: Setting train destinations using combinators.
Replies: 20
Views: 30979

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). Current...
by Zaka
Tue May 30, 2017 1:58 am
Forum: Railway Setups
Topic: [0.15.x] Load Resources from Mines on Request
Replies: 11
Views: 8308

Re: Load Resources from Mines on Request

Updated OP with V15 Video.

Now with State Machines.

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