Search found 94 matches

by Acarin
Thu May 25, 2017 2:51 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Final (Maxed) Designs
Replies: 99
Views: 98343

Re: Final (Maxed) Designs

Out pops 1 express belt of Electronic Circuits. Did I miss something, however? Is there an issue with this design? You are short about 1/4 of your assemblers needed to compress a blue belt. IF your goal is to MAX out a blue belt (with no modules) IIRC you need 16 Green Assy 3s and something like 19...
by Acarin
Sat May 20, 2017 6:11 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Final (Maxed) Designs
Replies: 99
Views: 98343

Re: Final (Maxed) Designs

A very good point - now that you have mentioned it, I vaguely recollect that the original design may well have done that & changed to red belt where the balancer is.
by Acarin
Fri May 19, 2017 4:58 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Final (Maxed) Designs
Replies: 99
Views: 98343

Re: Final (Maxed) Designs

I confess to being a little bemused. Around 12 months ago, when I was fresh-faced and still quite new to Factorio, I did a LOT of research on the forums and Reddit to gain some thoughts and insights into designs for various parts of my bus and rail setup. This solution for green circuits was posted ...
by Acarin
Sun Dec 18, 2016 10:41 pm
Forum: F.A.R.L
Topic: Configuration & usage
Replies: 112
Views: 146311

Re: Configuration & usage

Did you click on the "Read" button first? And it would be helpful if you could show a screenshot of your blueprint :-)
by Acarin
Wed Nov 23, 2016 1:49 pm
Forum: Gameplay Help
Topic: Trains
Replies: 6
Views: 2867

Re: Trains

You can also use the Smart Trains mod by Choumiko, which enables trains to send signals about presence, capacity, remaining fuel, etc, back to a circuit network via the Smart Train Stations.
by Acarin
Sun Nov 20, 2016 12:34 pm
Forum: Combinator Creations
Topic: Movie Player
Replies: 86
Views: 497879

Re: Movie Player

Dave, you never cease to amaze me with your Factorio skills. That is... Extremely impressive :-)
by Acarin
Tue Nov 15, 2016 12:17 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 498
Views: 576671

Re: Let's see your clever builds

That's a good, original idea. You may, however, like to consider using small pumps (which can also be wired to a circuit network), connecting them to the tanks and using them to allow/disallow either the raw material (Light/Heavy oil) or water (bearing in mind that cutting off either resource will s...
by Acarin
Mon Nov 14, 2016 7:20 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 498
Views: 576671

Re: Let's see your clever builds

It's not clear on the picture, but the circuit assemblers feed onto a splitter between alternate pairs of assemblers, which then feeds in turn onto the underground belt, thus achieving full compression :-) Oh, and where the copper feed belts balance, they also downgrade from blue to red for efficien...
by Acarin
Mon Nov 14, 2016 5:08 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 498
Views: 576671

Re: Let's see your clever builds

Very similar build that I use is here: It uses more undergrounds, rather than having the iron belt weave in and out, but works pretty well. Blueprint H4sIAAAAAAAA/61dX4/aSAz/Kqt9hhPOHwiqeLqH+xgVC7k2EiQoCbpWq/3uxybctYSMx/bPT5VK7LHHP3s84xnvsXk5NYf96eXr7r2s+6qvym73/l7vz+Xu 9e991y+ruivbvmxfF5emu/3e1Lv3H...
by Acarin
Fri Nov 11, 2016 11:51 am
Forum: Gameplay Help
Topic: Am I doing this right?
Replies: 29
Views: 11701

Re: Am I doing this right?

The thing to remember, I think, is the inserter research. With that, _any_ inserter can be used to pick up from anywhere up to 3 tiles away and deliver likewise. I actually have one inserter picking up plastic bars from a belt 3 tiles below it and moving them (over an intervening belt) to the near s...
by Acarin
Fri Nov 11, 2016 11:25 am
Forum: Gameplay Help
Topic: Am I doing this right?
Replies: 29
Views: 11701

Re: Am I doing this right?

I played the tutorial and one game on my own, but then I made the mistake of watching a stream so I already knew all the efficient setups. I'm looking forward to installing Bob's Mods so I can work it out myself ^^ Oh, DB... I installed Bob's entire collection earlier this week. And yes, I'm back t...
by Acarin
Fri Nov 11, 2016 11:14 am
Forum: Spread the Word
Topic: Any female LP's on YouTube?
Replies: 21
Views: 17537

Re: Any female LP's on YouTube?

KatherineOfSky has done some YouTube stuff, although I am not sure if there is an entire LP series. She is also the author of two of the best guides on Steam that I have ever read.

I strongly suspect that she will be the result of the "belt diva" search suggested above :-)
by Acarin
Fri Nov 11, 2016 10:56 am
Forum: General discussion
Topic: Who is the player character?
Replies: 54
Views: 20646

Re: What's the player's name?

In honour of a tirelessly-working community modder, and someone who earns my regular curses (in a good way), mine is definitely called "Bob"
by Acarin
Sun Nov 06, 2016 11:45 pm
Forum: General discussion
Topic: RoRo vs Terminus (was Loop vs 2-headed train network)
Replies: 91
Views: 73860

Re: Loop vs 2-headed train network

For me, loop wins every time. It does depend on how big you plan to build your rail network (bi-directional is ok for smaller setups), but I always plan for high traffic. I also find that, while there is the disadvantage of having to lay twice as much track, I prefer not having to drag an extra loco...
by Acarin
Mon Oct 24, 2016 11:41 am
Forum: Gameplay Help
Topic: A simple train crossing...
Replies: 6
Views: 63733

Re: A simple train crossing...

I have also found this to be a really good guide from complete rail noobishness to reasonably advanced network design principles

https://www.reddit.com/r/factorio/comme ... ts_23_and/
by Acarin
Fri Oct 21, 2016 9:34 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 195540

Re: Smart dynamic train deliveries with combinator Magick [0.13]

But mine's working! :mrgreen: You are a star, Siggboy, and I am extremely grateful for both your assistance and your hard work designing and implementing this amazing system. I'd buy you a drink, but then I would probably be arrested for Internet stalking or something, but please be aware that this ...
by Acarin
Fri Oct 21, 2016 3:04 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: WIP Kilobase
Replies: 15
Views: 13197

Re: WIP Kilobase

Looking good, although why do you have all of those fluid tanks? If your refineries are configured correctly, you should only need a tank for Lube and (arguably) either a few as a PG buffer and/or a crude oil buffer.
by Acarin
Fri Oct 21, 2016 1:52 pm
Forum: Gameplay Help
Topic: Powering 46 distant pumpjacks remotely
Replies: 10
Views: 5131

Re: Powering 46 distant pumpjacks remotely

You may also want to allow extra accumulators if you are using laser turrets, in case the biters attack at night :-) This, of course, is another argument in favour of gun turrets. Also consider that, with a convenient local source of crude oil, you can use flamethrower turrets for the outpost defens...
by Acarin
Fri Oct 21, 2016 1:07 pm
Forum: Gameplay Help
Topic: Oil, derivates and combinators?
Replies: 23
Views: 11088

Re: Oil, derivates and combinators?

I will begin with a disclaimer: I'm not good with combinators. My brain, however, is normally ok with logic, and it seems to me that the solution on the last page pretty much covers the original question. Here's my outline on the setup: 1 tank each of PG, LO, HO, Lube Pumps to control the input line...
by Acarin
Wed Oct 19, 2016 9:49 am
Forum: Gameplay Help
Topic: Powering 46 distant pumpjacks remotely
Replies: 10
Views: 5131

Re: Powering 46 pumpjacks remotely

And that kinda requires power. The OP's question was how to power his pumpjacks :-)

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