Search found 25 matches

by Hammerchief
Fri Aug 23, 2024 6:05 pm
Forum: News
Topic: Friday Facts #425 - Behind the legs
Replies: 99
Views: 21987

Re: Friday Facts #425 - Behind the legs

While I was fond of the leg stretching being somewhat cute janky solution, I very much like how now the "knee" moves more realistically, rotating around the "hip" instead of just sliding in one horizontal plane.
by Hammerchief
Sun Oct 28, 2018 7:09 pm
Forum: Gameplay Help
Topic: No Oil
Replies: 13
Views: 6868

Re: No Oil

On one map in particular I played, first oil was about twice as far as is on your map. While it is uncommon with standard map settings, it can happen. Before you scrap that game save, you should explore more land around you. If you like adventure, hop into your tank and go exploring. If you just ...
by Hammerchief
Sat Mar 31, 2018 10:17 pm
Forum: Show your Creations
Topic: 2 Belt Smelter
Replies: 1
Views: 3150

Re: 2 Belt Smelter

This smelter is very expensive, consider using slower belts on parts with lower throughput. Actually, there is no need for express belts in smelter design of this length using just efficiency modules.
Here is cheap version which do the same: 2B a cheap smelter
Building infrastructure for your ...
by Hammerchief
Sat Jan 13, 2018 6:01 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 473536

Re: Friday Facts #225 - Bots versus belts (part 2)

Those new splitter options looks amazing, I always wanted something like that. Thank you!
I never liked the logistic robots, it seems to me that they change whole logistic game of getting reagents in and products out of assemblers to very boring "make enough bots and they will take care of it". But ...
by Hammerchief
Tue Aug 23, 2016 5:09 am
Forum: Gameplay Help
Topic: Unloading station - room for improvement
Replies: 11
Views: 7303

Re: Unloading station - room for improvement

Condition on unloading will sure prevent sorting mechanism from becoming clogged, but in some time it will just result in train wagon being full of iron and having no room for alien ore. (If you don't have reserved cargo slots for it, which as I understand is not part of this challenge.) The proper ...
by Hammerchief
Tue Aug 09, 2016 5:01 am
Forum: Gameplay Help
Topic: inserter stack size problems
Replies: 3
Views: 1759

Re: inserter stack size problems

There are topic about this problem: 0.13 Count Perfect Chest Item Count, Inserting arbitrary hand sizes by using "Set Filters", and some more complex solutions for tasks like loading supply wagon with many different items here: 0.13 Smart supply-train loader + other solutions.
by Hammerchief
Thu Aug 04, 2016 1:25 pm
Forum: Gameplay Help
Topic: Trouble with Decider combinators
Replies: 6
Views: 3783

Re: Trouble with Decider combinators

The lamp would see the output of combinator and nothing else only if it was connected to combinator by green wire. (It's not about color, you need to create separate "network" with just those two entities. In your case that would be by using green wire.)
Be aware that combinators also sums up their ...
by Hammerchief
Thu Aug 04, 2016 1:06 pm
Forum: Gameplay Help
Topic: Trouble with Decider combinators
Replies: 6
Views: 3783

Re: Trouble with Decider combinators

If it's working correctly until you connect your main base circuit network, then you have some other "Iron plate" signal in your network there. Those signals gets added together and the lamp see their sum.
You can see input and output signals on the right side of screen when you hover cursor over ...
by Hammerchief
Thu Aug 04, 2016 7:35 am
Forum: Gameplay Help
Topic: Make trains go certain paths
Replies: 4
Views: 6959

Re: Make trains go certain paths

You can block the unwanted paths by connecting the rail signals using red/green wires (and combinators if needed)
That is not actually true in 0.13, as shown by XKnight here . Well, path will be closed, but trains will not choose open path if it's logner.

EDIT: Yes, this works now - bugs with ...
by Hammerchief
Wed Aug 03, 2016 4:42 am
Forum: Gameplay Help
Topic: Need help with train station
Replies: 9
Views: 3918

Re: Need help with train station

I think when the train has decided to go to either station it will go there. Blocking its path with rail signals won't make it change its mind. So the suggested approach with rail signals will not work.


Could you work around this by having a staging station? Inline with both stations (with an ...
by Hammerchief
Mon Aug 01, 2016 9:01 pm
Forum: Gameplay Help
Topic: Need help with train station
Replies: 9
Views: 3918

Re: Need help with train station

I get annoyed by this bug so I made a workaround, described here. Works reasonably well in 0.13 without mods and is customizeable for any number of stations.
by Hammerchief
Mon Aug 01, 2016 8:56 pm
Forum: Show your Creations
Topic: OUTDATED 0.13 trains using multiple stations of the same name
Replies: 1
Views: 2785

OUTDATED 0.13 trains using multiple stations of the same name

EDIT: Bug preventing proper train pathfinding on tracks with signals controlled by combinators was fixed in 0.13.16 and 0.13.17 . Now it works perfectly with just signals and combinators, do not use that transverse train workaround.


Problem with train pathfinding in 0.13 is that they don't ...
by Hammerchief
Mon Aug 01, 2016 4:37 am
Forum: Gameplay Help
Topic: Need help with train station
Replies: 9
Views: 3918

Re: Need help with train station

Great question and help from Frightning! I would use gates for detection signal, place one on each end of a station and only switching a signal when both are open, so it can't be messed up by player walking to one of the gates. As for how to set up combinators, I unfortunately have to go to work now ...
by Hammerchief
Sun Jul 31, 2016 4:24 pm
Forum: Railway Setups
Topic: 0.13 station unloading
Replies: 11
Views: 21796

Re: 0.13 station unloading

You are absolutely right, I will now rather use splitters too. Stalled belt lane is always problematic, but it will not break anything here. Some chests will just unload more slowly, but you can always build lane balancers and buffers to deal with that.

And becouse you dislike my beautiful circuits ...
by Hammerchief
Sun Jul 31, 2016 2:43 pm
Forum: General discussion
Topic: Train unload poll
Replies: 20
Views: 11250

Re: Train unload poll

Bots may be better, but they are boring. Trying to do everything only with belts is definitely more enjoyable for me than just place roboport and chests.
by Hammerchief
Sun Jul 31, 2016 5:57 am
Forum: Railway Setups
Topic: 0.13 station unloading
Replies: 11
Views: 21796

Re: 0.13 station unloading

...so why not just use a splitter to merge the resulting 2x2 lanes into 2 lanes?
There is no reason not to, splitter is doing perfect job here ensuring full saturation while unloading chests at the same rate. At the unloading station I posted on second image I could not use splitter for it takes ...
by Hammerchief
Sat Jul 30, 2016 9:24 pm
Forum: Railway Setups
Topic: 0.13 station unloading
Replies: 11
Views: 21796

Re: 0.13 station unloading

What is the point in the underground belts in front of some inserters?
It's most compact way to make two adjacent inserters use both sides of belt. When you use normal belt piece it will become corner piece and inserters always place items on the inside lane of corner belt, so both inserters would ...
by Hammerchief
Sat Jul 23, 2016 5:26 am
Forum: General discussion
Topic: Is there a problem with upgraded Turrets and ticks?
Replies: 10
Views: 5310

Re: Is there a problem with upgraded Turrets and ticks?

So this bug was fixed for gun turrets in 13.10 :
Fixed bullet shooting speed not working properly. ( 28707 )
I tested how it works now, measuring how long it takes for turret to shoot 50 magazines:

Without bullet shooting speed upgrade: 3000 ticks
Bullet shooting speed 1: 2500 ticks
Bullet ...
by Hammerchief
Sun Jul 17, 2016 5:25 am
Forum: Ideas and Suggestions
Topic: Why can't we plant trees?
Replies: 5
Views: 3674

Re: Why can't we plant trees?

... it would be purely cosmetic to be able to plant trees ...
Well trees absorb pollution, ability to plant them would be nice help in ecological/peaceful playstyle.
It could be done in Factorio style like tree factory or greenhouse, producing half-grown trees from water, stone and electricity ...
by Hammerchief
Sun Jul 10, 2016 7:07 pm
Forum: General discussion
Topic: Is there a problem with upgraded Turrets and ticks?
Replies: 10
Views: 5310

Re: Is there a problem with upgraded Turrets and ticks?

I am not sure that someone actually measured this thing, maybe reddit post is just an assumptions based on the knowledge about game-tick existence. Also, devs have already fixed some problem with not precise production time in ticks (https://forums.factorio.com/viewtopic.php?f=11&t=28128), so you ...

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