Search found 122 matches
- Mon Feb 17, 2020 5:21 pm
- Forum: Gameplay Help
- Topic: Repairing trains without construction bots interfering with construction
- Replies: 4
- Views: 1136
Re: Repairing trains without construction bots interfering with construction
Could you use a filter inserter to only remove the construction bots? That way your factory wouldn't grind to a halt when you built something.
- Mon Feb 17, 2020 5:16 pm
- Forum: Gameplay Help
- Topic: Multiple train on a single stop?
- Replies: 10
- Views: 3904
Re: Multiple train on a single stop?
You could also increase the "send more ..." level to account for the possibility that both would be requested at the same time. The earlier request would allow the train going to A to unload iron while the train going to B unloads the copper and leave enough time for the Iron train to get ...
- Fri Feb 07, 2020 5:22 pm
- Forum: Gameplay Help
- Topic: [0.18.4] Car getting stuck between inserters
- Replies: 7
- Views: 1577
Re: [0.18.4] Car getting stuck between inserters
Part of the problem is the belt pushing the car into the inserter. As planetmaker said, the belt can also be used to move the car to a safe place. Just rotate a few belts and move the car someplace safe.
Don't forget to rotate the belts back.
Don't forget to rotate the belts back.

- Sat Jan 11, 2020 3:35 pm
- Forum: Gameplay Help
- Topic: Question on Depot
- Replies: 12
- Views: 3550
Re: Question on Depot
I can't answer the whole question, but part of the problem is incorrect use of signals. The signal near the top locomotive is a rail signal. This should be a rail chain signal. The chain signal does not allow a train to enter the next block unless it can also leave the block. The rail signal just ma...
- Sun Jan 05, 2020 4:37 pm
- Forum: Gameplay Help
- Topic: Sequential unloading train help
- Replies: 6
- Views: 1749
Re: Sequential unloading train help
You are going to need stations in the stacker for each train. Train A goes to Stacker Station A before it goes to the unload station. Then put a rail signal after each of the stations. Start with the signals after B, C and D closed (red). When Train A arrives at Stacker Station A it will go through ...
- Sat Jan 04, 2020 5:37 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1587
- Views: 383339
Re: Simple Questions and Short Answers
Hello, I am new to Factorio (50 hours according to steam. 25 according to my save). I just unlocked builder drones. I think around the time this happened I saw a tutorial pop up for "ghost rails" or something but I clicked away. I tried to look for it in the tutorial menu but could not fi...
- Mon Dec 30, 2019 6:01 pm
- Forum: Gameplay Help
- Topic: Request Sanity Check (Factory Size)
- Replies: 8
- Views: 2279
Re: Request Sanity Check (Factory Size)
Thanks for the help everyone. It looks like I almost used the tool right. I didn't know I could enter how many items per hour I wanted, so I estimated until I got just more than one rocket silo could generate. My goal is to use all the science generated by 10 rockets per hour. I do not have biters (...
- Sun Dec 29, 2019 5:31 pm
- Forum: Gameplay Help
- Topic: Robots seem required at this point
- Replies: 4
- Views: 1362
Re: Robots seem required at this point
Robots are useful. Points to think about for efficiency: -- Are you using blue belts? If splitters or underground pieces are not blue, that restricts the throughput of the whole belt. -- Are things well organized? -- Do you have enough lanes? Enough trains? -- How is your stack inserter bonus? To ge...
- Sun Dec 29, 2019 6:17 am
- Forum: Gameplay Help
- Topic: Request Sanity Check (Factory Size)
- Replies: 8
- Views: 2279
Request Sanity Check (Factory Size)
I am planning a big (to me) factory using 10,000 science per hour and would like someone to confirm if I am in the right ball park with how big it will be. I used Kirk McDonald's Factorio Calculator to get a size estimate. https://kirkmcdonald.github.io/calc.html#zip=bcxBCsMgEIXh27hSMCGkIeBhhnHSDtVR...
- Sat Jun 29, 2019 8:14 pm
- Forum: Gameplay Help
- Topic: What's the most simple way to learn to play Factorio?
- Replies: 19
- Views: 7471
Re: What's the most simple way to learn to play Factorio?
I'm in it for the building. I don't care for the fighting so I turn off the biters. But I launched my first rocket in 0.14.23 (stable). Back then you had to collect alien artifacts from the biter villages to complete science. I did a ribbon world, just as high as my screen would allow on max zoom ou...
- Sun Jun 23, 2019 6:57 pm
- Forum: Gameplay Help
- Topic: Loaders not loading
- Replies: 5
- Views: 3038
Re: Loaders not loading
I'm going to ask the obvious questions. It sounds like this train has been loading Manganese Oxide before. I suspect that if you had filtered the wagon since the last load you would know. Is the problem (not symptom) that it isn't getting unloaded earlier? Maybe there is an imbalance in usage and th...
- Sun Jun 09, 2019 3:43 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1587
- Views: 383339
Re: Simple Questions and Short Answers
Question; How can I find out how many robots are waiting for recharge? I would like to be able to check on this to determine if I need to place more robotports, but I cannot find a way to do it without coming across a robotport with a circle of robots. Many thanks in anticipation. Have you seen thi...
- Fri Jun 07, 2019 12:53 am
- Forum: General discussion
- Topic: Question - Is Inserter item drop position intuitive?
- Replies: 104
- Views: 20758
Re: Question - Is Inserter item drop position intuitive?
The belt position is decided based on the "input" side of the belt. In U the input side is to the left while in V the input side is to the right. That determines the far side of the belt. How the belt curves after the far side is determined does not change which side is the input side. Wr...
- Thu Jun 06, 2019 9:16 pm
- Forum: General discussion
- Topic: Question - Is Inserter item drop position intuitive?
- Replies: 104
- Views: 20758
Re: Question - Is Inserter item drop position intuitive?
The belt position is decided based on the "input" side of the belt. In U the input side is to the left while in V the input side is to the right. That determines the far side of the belt. How the belt curves after the far side is determined does not change which side is the input side.
- Tue Jun 04, 2019 10:58 pm
- Forum: General discussion
- Topic: Question - Is Inserter item drop position intuitive?
- Replies: 104
- Views: 20758
Re: Question - Is Inserter item drop position intuitive?
It appears that the inserter treats a curved belt section as moving perpendicular to the inserter. It puts the item so that it will be on the far side of the belt. This keeps items on the same side of the belt as an inserter to the same belt next to the inserter on the curve. From placements.png thi...
- Fri May 10, 2019 9:00 pm
- Forum: General discussion
- Topic: Comprehensive power management
- Replies: 32
- Views: 7071
Re: Comprehensive power management
Lots of interesting information in this thread about setting up nuclear power in this thread. But... I tend to get very focused on what I am working on , so I end up not monitoring the power graphs and get brownouts/blackouts if I don't have alerts. And it "feels" like a waste to waste res...
- Sat Mar 23, 2019 2:42 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1587
- Views: 383339
Re: Simple Questions and Short Answers
Hi, Landfill create a normal floor 100% speed, brick is 130% and concrete 140% so the behaviour is normal to go from 100% to 140% No-no-no. Why concrete is placed on top of landfill, but replaces bricks? Landfill replaces water with dirt/ground. Concrete and brick are both placed on top of dirt and...
- Fri Mar 01, 2019 9:07 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1587
- Views: 383339
Re: Simple Questions and Short Answers
I’m not at my computer ATM so I can’t check, is there a way for the upgrade planner to ignore splitter for example and only upgrade belts and underground belts? It looks like if you just specify upgrading belts and under ground belts that is all you will upgrade. You can also specify the splitter a...
- Thu Dec 27, 2018 5:05 pm
- Forum: General discussion
- Topic: Question for you main bus junkies
- Replies: 4
- Views: 1738
Re: Question for you main bus junkies
I put most stuff on one side of the bus. Fluids go on the other side along with most stuff fluids make (cement, sometimes electric engines). Having copper go left and right from the bus sometimes makes things a bit crowded. Recently my bus has been used for the starter and store/mall. When I get thi...
- Tue Dec 25, 2018 8:23 pm
- Forum: Gameplay Help
- Topic: Train track highlight more than 5 cars?
- Replies: 4
- Views: 1427
Re: Train track highlight more than 5 cars?
For the main line you can create a blue print eight or 10 cars long. You could also use that as a measuring stick for other uses, just a bit difficult when curves are involved.