It looks like an alternative entry/exit for the 2x2 station design at the left.Hayertjez wrote: Fri Nov 16, 2018 4:00 pmNice layouts, question what blueprint do you use with the rail in the top right corner?
Search found 384 matches
- Thu Nov 22, 2018 9:42 am
- Forum: Railway Setups
- Topic: Chunk aligned modular rails, mostly for 1-4-1 trains
- Replies: 2
- Views: 8922
Re: Chunk aligned modular rails, mostly for 1-4-1 trains
- Thu Nov 08, 2018 6:26 pm
- Forum: Ideas and Suggestions
- Topic: Pumps max pump rate controlled by circuit network
- Replies: 6
- Views: 2869
Re: Pumps max pump rate controlled by circuit network
Build a liquid tank. Put two pumps to drain it. Use wires to connect both pumps to the tank and set pumps activation condition to Any >= 400. Now you have a liquid splitter.
You can connect up to 4 pipes to a tank. At least one will be used to fill it. Therefore, you can build 1-to-2 and 1-to-3 ...
You can connect up to 4 pipes to a tank. At least one will be used to fill it. Therefore, you can build 1-to-2 and 1-to-3 ...
- Thu Sep 27, 2018 1:50 pm
- Forum: Ideas and Suggestions
- Topic: circuit network connector for hidden loader entity basegame missing
- Replies: 10
- Views: 5504
Re: circuit network connector for hidden loader entity basegame missing
Not sure about myself, but you're living there since the moment you enabled game functionality that wasn't in active development for many years, ne?

- Thu Sep 27, 2018 5:02 am
- Forum: Ideas and Suggestions
- Topic: circuit network connector for hidden loader entity basegame missing
- Replies: 10
- Views: 5504
Re: circuit network connector for hidden loader entity basegame missing
You can set them manually, just not with a circuit.
- Thu Sep 20, 2018 4:53 am
- Forum: General discussion
- Topic: Introduction, quick thoughts and a few questions:
- Replies: 6
- Views: 3074
Re: Introduction, quick thoughts and a few questions:
I see many factories online with rails gathering supplies off into the distance for miles and miles, all laid out so neatly and in some cases very complicating mining sites/loading bays. How do people with big train setups like this compensate for the fact they are constantly going to changing up ...
- Wed Sep 19, 2018 6:49 am
- Forum: General discussion
- Topic: Belt question
- Replies: 13
- Views: 6531
Re: Belt question
Active/inactive toolbar?
Do you mean the top/bottom part of the toolbelt? Or are you saying there is a second toolbelt you can switch to with a keystroke? If the second, that might just be the best hidden secret of Factorio.
There's only one toolbar I'm afraid. But after researching Toolbelt you ...
Do you mean the top/bottom part of the toolbelt? Or are you saying there is a second toolbelt you can switch to with a keystroke? If the second, that might just be the best hidden secret of Factorio.
There's only one toolbar I'm afraid. But after researching Toolbelt you ...
- Tue Sep 18, 2018 1:10 pm
- Forum: Ideas and Suggestions
- Topic: Science packs tweaks
- Replies: 3
- Views: 1983
Re: Science packs tweaks
There are a few suggestions like this.
Though I personally prefer Mechanic Pack (red), Logistics Pack (green), Military (gray), Chemical (blue) and so on.
Though I personally prefer Mechanic Pack (red), Logistics Pack (green), Military (gray), Chemical (blue) and so on.
- Tue Sep 18, 2018 9:32 am
- Forum: General discussion
- Topic: Belt question
- Replies: 13
- Views: 6531
Re: Belt question
I usually carry two types of belts with me, even if only a single stack of each, in case I need to weave a bit. One set is at active toolbar, another at inactive toolbar, switchable with a single key as needed.
So I spend a lot of time with yellow/red, then eventually switch to red/blue and ...
So I spend a lot of time with yellow/red, then eventually switch to red/blue and ...
- Mon Sep 17, 2018 5:02 am
- Forum: Gameplay Help
- Topic: Requester Chest With Condition?
- Replies: 3
- Views: 2635
Re: Requester Chest With Condition?
I don't see the problem. A roboport can supply you with logistic network contents. Check the amount of coal, and supply either Coal=50 or Wood=50 signal to the requester chest.
- Sat Sep 15, 2018 7:54 am
- Forum: Gameplay Help
- Topic: Advanced train length and fuel considerations, and long-train high throughput intersection
- Replies: 6
- Views: 8081
Re: Advanced train length and fuel considerations, and long-train high throughput intersection
IIRC the optimal speed/acceleration are achieved at 1:2 ratio between locos and wagons. So it's 1-2, or 2-4, etc.
Personally I perfer to use 2-4 trains, and when I need something really big, I build a 2-4-2-4. This makes station expansion really easy. Also you can still send a small 2-4 train to a ...
Personally I perfer to use 2-4 trains, and when I need something really big, I build a 2-4-2-4. This makes station expansion really easy. Also you can still send a small 2-4 train to a ...
- Wed Sep 12, 2018 8:19 am
- Forum: Gameplay Help
- Topic: Handling precise fluid amounts... how?
- Replies: 33
- Views: 15526
Re: Handling precise fluid amounts... how?
Use barrels. Just don't build a pipe between the unbarreling assembler and the pump. Attach the pump directly to the assembler, otherwise some micro-amounts of liquid will remain in the pipes, perfectly breaking your perfect count.
Personally I would expect that even in that case, floating ...
- Mon Sep 10, 2018 3:51 am
- Forum: General discussion
- Topic: Vanilla mine/train/smelter strategies - what and why?
- Replies: 28
- Views: 26870
Re: Vanilla mine/train/smelter strategies - what and why?
I play 0.15 and wait for 0.17. This strategy works every time.zOldBulldog wrote:I would like to ask experienced players (at least 1000 hours) to share their overall vanilla (no mods) strategies for getting ore to smelters and more importantly WHY they chose those strategies.

- Mon Sep 10, 2018 3:47 am
- Forum: Gameplay Help
- Topic: Handling precise fluid amounts... how?
- Replies: 33
- Views: 15526
Re: Handling precise fluid amounts... how?
Use barrels. Just don't build a pipe between the unbarreling assembler and the pump. Attach the pump directly to the assembler, otherwise some micro-amounts of liquid will remain in the pipes, perfectly breaking your perfect count. 

- Fri Sep 07, 2018 6:01 am
- Forum: Gameplay Help
- Topic: Issue with Reading Train Contents
- Replies: 8
- Views: 3628
Re: Issue with Reading Train Contents
Wire signals need some time to propagate. Even if it's just a single tick, it's enough for the inserter to start loading the train because inserter's current signal states that the train does have less than thousand items.
You need to make a more complex system for load control. Two combinators ...
You need to make a more complex system for load control. Two combinators ...
- Tue Sep 04, 2018 10:51 am
- Forum: Gameplay Help
- Topic: How to use network signals over long distances ?
- Replies: 3
- Views: 2241
Re: How to use network signals over long distances ?
Disable your outpost's receiving station when tanks are full.
When tanks get below set level, enable the station. Train moves out, refills the tanks and goes back while stations gets disabled again.
When tanks get below set level, enable the station. Train moves out, refills the tanks and goes back while stations gets disabled again.
- Thu Aug 30, 2018 1:37 pm
- Forum: Ideas and Suggestions
- Topic: Set fire to oil wells
- Replies: 8
- Views: 4053
Re: Set fire to oil wells
Pretty sure draining oilfield by burning it would take longer than actually draining it IRL. You can only burn whatever oil comes to the surface naturally after all.
Still, putting an oil patch on fire is a nice idea. It would produce tons of pollution and attract biters, which would be actually ...
Still, putting an oil patch on fire is a nice idea. It would produce tons of pollution and attract biters, which would be actually ...
- Tue Aug 28, 2018 6:58 am
- Forum: Gameplay Help
- Topic: Understanding the Cargo Wagon Filter
- Replies: 15
- Views: 15027
Re: Understanding the Cargo Wagon Filter
I have run into a similar problem at my base once. Didn't have the space to rebuild the station either. So I created a cleanup system:
1. A cargo train can also depart if there hasn't been any activity for some time (ensuring it can leave even though not fully loaded).
2. Another "cleanup" train ...
1. A cargo train can also depart if there hasn't been any activity for some time (ensuring it can leave even though not fully loaded).
2. Another "cleanup" train ...
- Mon Aug 27, 2018 10:55 am
- Forum: Gameplay Help
- Topic: train signals
- Replies: 5
- Views: 2874
Re: train signals
Picture a train coming to an intersection, and on the right-hand-side of that track put a chain signal on every entry point to that intersection, and put a normal signal on every exit from that intersection.
I usually follow this by "and then stick as many chain signals inside the intersection as ...
I usually follow this by "and then stick as many chain signals inside the intersection as ...
- Sun Aug 19, 2018 5:46 am
- Forum: Ideas and Suggestions
- Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
- Replies: 51
- Views: 15984
Re: Restricted Storage Interaction
And other players may see a QoL in the ability to set a limit for the chest that will be honored when you're trying to fill them from inventory, while violation of said limit will be a QoL problem for them.JCav wrote:Moving each stack by hand is literally the problem I'm trying to see a QOL fix for.
- Thu Aug 16, 2018 6:50 am
- Forum: General discussion
- Topic: Your Favorite Console Commands
- Replies: 2
- Views: 2074
Re: Your Favorite Console Commands
evolution 
