Search found 47 matches
- Sun Sep 09, 2018 1:19 pm
- Forum: Gameplay Help
- Topic: Why train is not entering empty space?
- Replies: 9
- Views: 5099
Re: Why train is not entering empty space?
What happens in your instance is train calculates its path to the station somewhere long before it actually arrives here (most likely from its previous station), because trains calculate and recalculate their paths only when they need to stop, with chain signals being exception (they actually don't ...
- Sat Sep 01, 2018 12:07 pm
- Forum: Gameplay Help
- Topic: Combinator Wizard needed! Train releaser logic
- Replies: 7
- Views: 4209
Re: Combinator Wizard needed! Train releaser logic
You can make a counter somewhere to store how many trains are on their way to the destination at any given moment. It would require additional signal to work from sending station to the destination without any additional fancy pulse logic. [a] is the signal in my example. Send [a = -1] single pulse ...
- Fri Aug 24, 2018 7:14 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 4 belts beaconed smelter row
- Replies: 43
- Views: 37865
4 belts beaconed smelter row
The other day i tried to find any 4 belts per row smelting design on the internet, din't find anything close to what i was looking for (which is odd), so i ended up building one myself.
4 belts per row smelter.png
0eNqlne1uHLcOhm+l8O ...
4 belts per row smelter.png
0eNqlne1uHLcOhm+l8O ...
- Tue May 16, 2017 7:50 pm
- Forum: Show your Creations
- Topic: 2.4 GW Nuclear Reactor
- Replies: 20
- Views: 14197
Re: 2.4 GW Nuclear Reactor
Offshore pump pumps 1200 water/sec, pipes can handle 1200 fluid/sec only over <= 14 pipes and 900 fluid/sec over <= 224 pipes. Your setup has more than 14 pipes between offshore pumps and heat exchangers and 1 heat exchanger needs a little bit more than 103 water/sec, therefore you need to keep 1 ...
- Sun May 14, 2017 2:42 pm
- Forum: Gameplay Help
- Topic: Combinator bug or am I stupid?
- Replies: 4
- Views: 2202
Re: Combinator bug or am I stupid?
Then better have (R > 1000 | R) -> (R + 0 | Q).Aeternus wrote:Or kludge it with an extra arithmatic combinator R+0 = Q, then test for Q>1000 output Q after that.
- Sun May 14, 2017 2:06 pm
- Forum: Ideas and Suggestions
- Topic: track signals should send Train-ID to circuit network
- Replies: 10
- Views: 5496
Re: Signals should send Train-ID to circuit network
Devs, PLEASE do it.
- Sat May 13, 2017 10:02 pm
- Forum: Ideas and Suggestions
- Topic: Rewording "Shooting Speed" to "Rate of Fire"
- Replies: 5
- Views: 2259
Re: Rewording "Shooting Speed" to "Rate of Fire"
While we're on the nitpicky subject, there should not be two items with the same name (Battery) in the game IMO.
- Sat May 13, 2017 6:15 am
- Forum: Combinator Creations
- Topic: Dynamic high throughput train deliveries
- Replies: 7
- Views: 5429
Re: Dynamic high throughput train deliveries
Hi, doxsroxs.
Although i don't play with mods and don't know anything about siggboy's setup, i thought that sharing my expirience of dealing with "Matching and system throughput" might be useful, though i don't know if that information actually fit into Smart Train mod realities.
As i said, i don't ...
Although i don't play with mods and don't know anything about siggboy's setup, i thought that sharing my expirience of dealing with "Matching and system throughput" might be useful, though i don't know if that information actually fit into Smart Train mod realities.
As i said, i don't ...
- Sat May 13, 2017 2:57 am
- Forum: Ideas and Suggestions
- Topic: Combinator Each result should exclude right hand argument
- Replies: 4
- Views: 1981
Re: Combinator Each result excluding right hand argument signal
Oh gosh, i always hate all those little things trying to stole ticks of work from my network. This in particular was always a strange thing to me: why would anyone want to get black^2 from this condition? And even if someone would, it's easy to just set black^2=black arithmetic combinator in ...
- Sat May 13, 2017 1:53 am
- Forum: Gameplay Help
- Topic: A better way - Factorio Clock
- Replies: 3
- Views: 2359
Re: A better way - Factorio Clock
Hi, Trives.
Now I've tried a TON of different ways to store it. But the issue I'm having is when the two digits hit Zero and S outputs, it out puts 4-5 pulses, instead of 1 single pulse.
It actually outputs X (S) for ~1 second (~60 ticks, exact number may differ by few ticks due to specific ...
Now I've tried a TON of different ways to store it. But the issue I'm having is when the two digits hit Zero and S outputs, it out puts 4-5 pulses, instead of 1 single pulse.
It actually outputs X (S) for ~1 second (~60 ticks, exact number may differ by few ticks due to specific ...
- Fri May 12, 2017 9:12 am
- Forum: Gameplay Help
- Topic: What type of train network to build around? (train size)
- Replies: 10
- Views: 7882
Re: What type of train network to build around? (train size)
wondering if i should build it with only a locomotive on one side, or one on each side.
The ratio of loco/wagon will affect top speed and a loco at the end of the train like L-CCCC-L counts as an extra wagon getting pulled.
https://www.reddit.com/r/factorio/comments/3oavpk/trains_and_ratio_of ...
The ratio of loco/wagon will affect top speed and a loco at the end of the train like L-CCCC-L counts as an extra wagon getting pulled.
https://www.reddit.com/r/factorio/comments/3oavpk/trains_and_ratio_of ...
- Thu May 11, 2017 11:42 pm
- Forum: Gameplay Help
- Topic: What type of train network to build around? (train size)
- Replies: 10
- Views: 7882
Re: What type of train network to build around? (train size)
It depends on the scale of your network, and can be important for the type and size of crossings you have to make, and the size/layout of the stations. I typically run 2-4 (locs/wagons) unidirectional trains for heavy cargo, 1-2-1 for distant mining outposts, 1-2 for fluid transfer, and some ...
- Thu May 11, 2017 1:13 pm
- Forum: Balancing
- Topic: Speed modules cost and tier1-2-3 balancing
- Replies: 28
- Views: 17841
Re: [0.15.9] [Harkonnen] module crafting
Ok, Tier-2 stays :) Now the question - should tier-2 speed module consume 3 tier-1 modules (instead of 4) or maybe 4 circuits instead of 5 to compensate for tier-1 speed modules consumption by other recipes?
I'm not sure that it makes a difference. The consumption of T1 modules in science should ...
I'm not sure that it makes a difference. The consumption of T1 modules in science should ...
- Wed May 10, 2017 6:27 pm
- Forum: General discussion
- Topic: 0.15 Reactor Ratio
- Replies: 128
- Views: 131779
Re: 0.15 Reactor Ratio
So do I need to double my pipes (so 2 adjacent rows of pipes) all around my turbines for steam transport, or just make more connections from one long straight pipe at the exchangers to one long straight pipe at the turbines?
Just keep all the earlier mentioned by me ratios per 1 pipe and please ...
Just keep all the earlier mentioned by me ratios per 1 pipe and please ...
- Wed May 10, 2017 5:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.9] Productivity bar not showing in Lab (graphical issue)
- Replies: 12
- Views: 7556
Re: [0.15.9] Productivity bar not showing in Lab (graphical issue)
The graphics settings don't affect it to me, i just checked it on lower settings - still no bars. With any researches, only in labs.
- Wed May 10, 2017 5:49 pm
- Forum: Releases
- Topic: Version 0.15.10
- Replies: 90
- Views: 61165
Re: Version 0.15.10
Just a little reminder for everyone with (water < N) in their nuclear reactor setups: don't forget to change it to steam to not waste any fuel cells. I already wasted some...
- Wed May 10, 2017 5:34 pm
- Forum: Show your Creations
- Topic: 2.4 GW Nuclear Reactor
- Replies: 20
- Views: 14197
Re: 2.4 GW Nuclear Reactor
I was hoping that I didn't have too many pipes between the pumps and exchangers, but I guess that's not the case, as I have seen the exchangers hover around 170ish water as the reactor is coming up around 2 GW's. Do you think adding a second pump per pipe would suffice, or do i need to do a ...
- Wed May 10, 2017 4:58 pm
- Forum: Show your Creations
- Topic: 2.4 GW Nuclear Reactor
- Replies: 20
- Views: 14197
Re: 2.4 GW Nuclear Reactor
Thank you for the bluestring info. Can't believe I missed that.... As for the water pumps, I read somewhere on here that 1 pump can supply a little over 11 exchangers, so I should be good on the water part of it. I haven't noticed any dips or slowdowns in production of steam. The heat pipes don't ...
- Wed May 10, 2017 3:37 pm
- Forum: Show your Creations
- Topic: 2.4 GW Nuclear Reactor
- Replies: 20
- Views: 14197
Re: 2.4 GW Nuclear Reactor
After some further tweaking and testing, the reactor actually is working as intended, except that its not liking being the backup pulse generator. It would be better to run this as the primary power source for the factory. I've been watching it at 1.8 GW load for awhile and it works just fine. The ...
- Wed May 10, 2017 3:24 pm
- Forum: Balancing
- Topic: 0.15 Expensive Recipie Balance
- Replies: 14
- Views: 7972
Re: 0.15 Expensive Recipie Balance
Wait, what? 1000000 iron per second, 25000 blue belts?Utterbob wrote:My .14 factory produces well over a million iron per SECOND