Search found 125 matches

by Nosferatu
Wed Apr 14, 2021 7:42 am
Forum: Gameplay Help
Topic: Do you do integrated production? And how much of it?
Replies: 11
Views: 481

Re: Do you do integrated production? And how much of it?

An integrated factory, then, would be one that produces several outputs from a shared pool of intermediates: in my case, heaps of green circuits going towards red and blue circuits as well as modules (and thus ultimately to rocket control units). To repeat, I guess the key point is not the shared p...
by Nosferatu
Fri Apr 09, 2021 10:16 am
Forum: Not a bug
Topic: Artillery priority issues
Replies: 4
Views: 184

Re: Artillery priority issues

Just did a little bit of testing.
Try clicking faster then you should get fire from all artillerys.

But i don't know how the game chooses which artillery fires first - could be the order in which they where built
by Nosferatu
Sat Mar 27, 2021 6:19 am
Forum: Ideas and Suggestions
Topic: Linked rail
Replies: 3
Views: 219

Re: Linked rail

From https://forums.factorio.com/viewtopic.php?p=527469#p527469 <boskid> NOOO <boskid> linked pipes are more likely than linked rails <boskid> with linked rails there is so many obstacles, with most basic one being trains pathfinder heuristic, that i would have to disable it completly if there would...
by Nosferatu
Sun Mar 21, 2021 8:31 am
Forum: Gameplay Help
Topic: railroad best practices
Replies: 11
Views: 616

Re: railroad best practices

One more note on the trains with 8 cargo wagons. With 3 Locomotives chances are higher that your train can run over groups of evolved aliens without being stopped
by Nosferatu
Wed Mar 03, 2021 4:11 pm
Forum: Logistic Train Network
Topic: Why am i getting this error/notification?
Replies: 3
Views: 169

Re: Why am i getting this error/notification?

The train timed out after 10 minutes.
Maybe loading or unloading was blocked/slow.
Maybe a traffic jam?
by Nosferatu
Tue Mar 02, 2021 8:59 am
Forum: Logistic Train Network
Topic: Network appears to be breaking down with more and more erroneous orders being created
Replies: 8
Views: 606

Re: Network appears to be breaking down with more and more erroneous orders being created

I babysat a station at one point, and even though the requested amount of coal was 8000, and the station had 9600, it was still creating a request for more, Are you sure it was bringing more coal and not trying to pick up coal? When a station gets delivered to much it sometimes flipps from being a ...
by Nosferatu
Mon Mar 01, 2021 10:16 am
Forum: Not a bug
Topic: [1.1.25] Inserter blocked by item from stack
Replies: 2
Views: 170

Re: [1.1.25] Inserter blocked by item from stack

Not a bug. Discussions and solutions see the following threads

viewtopic.php?f=194&t=86875
viewtopic.php?f=6&t=62189
by Nosferatu
Sun Feb 07, 2021 11:44 am
Forum: Energy Production
Topic: Compact 4.8 GW Nuclear Reactor
Replies: 34
Views: 32381

Re: Compact 4.8 GW Nuclear Reactor

141a.png I made a new variant of the core on this reactor which has an independent power supply. Main reason: This reactor works by using a clock to time how long a fuel rod burns and than it inserts the next one. Clocks slow down if you have a deep brown out - which means your reactor doesn't get ...
by Nosferatu
Sat Feb 06, 2021 7:32 pm
Forum: Gameplay Help
Topic: inserter logic not working correct?
Replies: 2
Views: 230

Re: inserter logic not working correct?

Unless you use the "Anything" signal - Anything is false when there are no inputs.
If possible use Everything or the item you want to move.
by Nosferatu
Sat Feb 06, 2021 7:22 pm
Forum: Energy Production
Topic: Compact 4.8 GW Nuclear Reactor
Replies: 34
Views: 32381

Re: Compact 4.8 GW Nuclear Reactor

@trueosiris: There are a lot of green wires inside your reactor. Build a constant combinator set it to Steam -900.000 and connect it to the green wire. As long as the constant combinator is switched to "on" the reactor will run on full power. If you switch it "off" it will go bac...
by Nosferatu
Sat Feb 06, 2021 8:28 am
Forum: Gameplay Help
Topic: [1.1] trainyard without the Logistic Train Network mod?
Replies: 5
Views: 500

Re: [1.1] trainyard without the Logistic Train Network mod?

Make an unreachable iron ore pickup station somewhere. That prevents your trains from skipping Iron ore pickup
by Nosferatu
Sat Feb 06, 2021 7:53 am
Forum: Logistic Train Network
Topic: Feature Request: Special case for factorio 1.1 train limit
Replies: 3
Views: 268

Re: Feature Request: Special case for factorio 1.1 train limit

Maybe I'm to coutious but I generally never send normal trains to Ltn stations.
Mixing 2 systems always asks for unforeseen consequences.
And if you don't mix you can use the trainlimit provided by Ltn
by Nosferatu
Wed Jan 20, 2021 6:32 am
Forum: Ideas and Suggestions
Topic: Dragable Train signals
Replies: 20
Views: 897

Re: Dragable Train signals

You start the dragging process by clicking on an existing signal. That's where the distance calculation starts.

There is already an option for displaying train lengths when placing signals.
Reuse/rename that or make a second one
by Nosferatu
Sat Jan 09, 2021 12:58 pm
Forum: Gameplay Help
Topic: Trains still route to closest station (with limits set)
Replies: 37
Views: 2782

Re: Trains still route to closest station (with limits set)

You could turn a red signal on when the train has visited.
That will make the train choose a different station if one is available.
by Nosferatu
Sat Jan 09, 2021 7:52 am
Forum: Gameplay Help
Topic: Why are my pumps so slow?
Replies: 4
Views: 419

Re: Why are my pumps so slow?

Pumps are fast but pipes are slow.
Place your tanks directly behind your pumps
by Nosferatu
Sat Jan 02, 2021 4:35 pm
Forum: Gameplay Help
Topic: Trains still route to closest station (with limits set)
Replies: 37
Views: 2782

Re: Trains still route to closest station (with limits set)

Never encountered what hale described there. Maybe post save?
by Nosferatu
Wed Dec 23, 2020 6:03 pm
Forum: Not a bug
Topic: [1.1.6] Biters attacking rails
Replies: 8
Views: 464

Re: [1.1.6] Biters attacking rails

So the solution should be to set the train departure condition to a longer inactivity time
by Nosferatu
Mon Dec 21, 2020 9:56 am
Forum: Gameplay Help
Topic: Power satisfaction bug?
Replies: 4
Views: 626

Re: Power satisfaction bug?

I noticed the same thing when I did my brown out tests.
It looks normal for all things that consume electricity actively.
Drain type consumption results in what you observed.

I ended up using stack inserters that move things around but that approach is probably not good for bigger tests..
by Nosferatu
Sat Dec 19, 2020 4:45 pm
Forum: Ideas and Suggestions
Topic: Brownout icon / Low power icon / Low power warning
Replies: 48
Views: 5439

Re: Have a low power icon as well as power off (for beginners :)

I got it recently on a very minor brownout
by Nosferatu
Sun Dec 06, 2020 10:26 am
Forum: General discussion
Topic: your thoughts on menu simulation
Replies: 62
Views: 4586

Re: your thoughts on menu simulation

I like them but as many said before:

Too short. Should be longer.
Transitions between simulation are instant. Should be smoother or maybe they should not change at all.

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