Search found 328 matches

by Bauer
Fri Jun 18, 2021 6:09 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1472
Views: 227714

Re: Simple Questions and Short Answers

Hi there! Let's say I have end-game+ scale base with remote mining outposts, like 15 for iron/copper, 30 for oil. 2 trains per mine, let's say. If I name all stations with the same name, like IRON MINE instead of IRON01, IRON02, etc. and set all train station limits to 2 - will it give me adequate ...
by Bauer
Fri Jun 04, 2021 1:47 pm
Forum: Gameplay Help
Topic: Liquids processing in large quantities
Replies: 10
Views: 809

Re: Liquids processing in large quantities

KAA wrote:
Tue Jun 01, 2021 4:31 pm
So I wonder, how do you produce/transport Oil products (Light OIL, Acid, Petroleum) in large quantities?
I use a few of those.
oil setup.jpg
oil setup.jpg (924.33 KiB) Viewed 446 times

Oil goes in from the top, Output is PET, rocket fuel, lube.
You need one for 2700 SPM.

I'd love to share the BP but it's too large.
by Bauer
Mon May 10, 2021 1:41 pm
Forum: General discussion
Topic: Belt un-balancers
Replies: 5
Views: 912

Re: Belt un-balancers

We have gain a very deep and systematic understanding how balancers work. There's a lot of "literature" from mathematical guides to blueprint-books available. This made it controllable and understandable. How does an n:m prioritiser look like? It does make a difference if it's input or oup...
by Bauer
Mon May 10, 2021 7:06 am
Forum: General discussion
Topic: Belt un-balancers
Replies: 5
Views: 912

Belt un-balancers

Have you ever thought about unbalancing belts? The more I play this game, the less use I see in belt balancers. (Trainloading/unloading _might_ be an exception) However, I have an increasing need for unbalancing belts. - Wouldn't it make more sense to draw with priority from ore-belts that come from...
by Bauer
Wed May 05, 2021 6:37 am
Forum: Gameplay Help
Topic: Combinator Confusion
Replies: 8
Views: 969

Re: Combinator Confusion

A 1:1 implementation of the original code would be: A counter [const A=1 into a looped "A<N" output input-count] That is a for loop, the original code is a while loop. The counter should only increment if an item is found in the chest. Which reinforces my point that loops are very difficu...
by Bauer
Wed May 05, 2021 6:32 am
Forum: Gameplay Help
Topic: Bots vs balancers
Replies: 9
Views: 956

Re: Bots vs balancers

I use the following with great success: Train -> active provider -> bot -> requester -> belt (and the other way around) The bots only need to fly a short distance. This way, the bots "only" take care of the balancing. It would be more UPS friendly to avoid belts completely but I don't like...
by Bauer
Wed May 05, 2021 6:16 am
Forum: Gameplay Help
Topic: Combinator Confusion
Replies: 8
Views: 969

Re: Combinator Confusion

A 1:1 implementation of the original code would be: A counter [const A=1 into a looped "A<N" output input-count] This signal goes into a selector per chest "if A=3" then output B=1. Multiply B with the content of the chest. Use this to activiate the inserter is the product is &qu...
by Bauer
Sun May 02, 2021 9:48 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: High throughput smelter
Replies: 10
Views: 1428

Re: High throughput smelter

Oh, thanks! It so good to know somebody uses your creations! Undergrounds - yeah, I tried to avoid middle section it but this is the simplest way I found to make it size-close to yours. Still, many undergrounds can be replaced. Large amounts of ground belts still stress me when I see it because of ...
by Bauer
Sat May 01, 2021 8:11 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: High throughput smelter
Replies: 10
Views: 1428

Re: High throughput smelter

KAA wrote:
Fri Apr 30, 2021 10:30 pm
Offtopic question - from your point of view, are there any thoughts on my steel addition to your design? Is it something, or is it something "people-should-never-do" ? ))
It's a nice design. I like it (and copied to it my library).
It's quite expensive on blue undergrounds, though. ;-)
by Bauer
Fri Apr 30, 2021 7:52 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: High throughput smelter
Replies: 10
Views: 1428

Re: High throughput smelter

Can't find it, but I think there was an ore-to-steel monster by Dave (?).
by Bauer
Fri Apr 30, 2021 7:49 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: High throughput smelter
Replies: 10
Views: 1428

Re: High throughput smelter

Thanks for your remarks.I revisited the design and found some minor bugs. There's also a mayor bug in the first post: Works only for copper ore correctly because circuit conditions referred to copper ore. It takes quite long to run stable but works now in all orientations (hopefully). 0eNrN3e1uHEeSq...
by Bauer
Thu Apr 29, 2021 1:42 pm
Forum: Off topic
Topic: You know you play Factorio too much when...
Replies: 161
Views: 226492

Re: You know you play Factorio too much when...

NotRexButCaesar wrote:
Thu Jan 28, 2021 1:25 am
When - and I am surprised no one has said this in all 8 pages - you need to replace the Q-key on your keyboard because it has worn out.
Nah... that's already gone playing Starcraft.
by Bauer
Wed Apr 28, 2021 6:33 am
Forum: Gameplay Help
Topic: Building Megabases with the right Game Settings
Replies: 11
Views: 1258

Re: Building Megabases with the right Game Settings

You will find that you need less and less time the more often you try the same thing. Like in real life. Use blue prints (your own) and copy/paste. Spend time optimzing your designs and not reinventing the wheel. There is one time killer that is totally underestimated. Walking. Learn from the best a...
by Bauer
Wed Apr 28, 2021 6:07 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: High throughput smelter
Replies: 10
Views: 1428

Re: High throughput smelter

Theoretically, 5 red belts are sufficient. 5x30 x 1.2 = 180 = 4x45 It works perfectly as it is in my factory. I can only speculate. Maybe an orientation thing (N-S or W-E) or about the placement on chunks, which influences the order in which inserters work. I suggest a work around: If you have to us...
by Bauer
Mon Apr 26, 2021 6:24 am
Forum: Gameplay Help
Topic: Building Megabases with the right Game Settings
Replies: 11
Views: 1258

Re: Building Megabases with the right Game Settings

I believe that aliens are meant to add a distraction, RTS-like feature, ressource sink, and/or (especially on deathworld settings) a growth speed limitation. However, if your factory reaches a certain size, all this is no longer the case. You will have outteched your enemy by far and your defences a...
by Bauer
Mon Apr 26, 2021 6:09 am
Forum: Gameplay Help
Topic: Building Megabases with the right Game Settings
Replies: 11
Views: 1258

Re: Building Megabases with the right Game Settings

I'd say it highly depends on the question whether you're the type who's able to build assemblers, rails, etc. on ore patches or not. I can't do that. Hence, I have to make sure that I haven't too much ore in the area that's about the foot print of my factory. I also don't like rebuilding mining outp...
by Bauer
Thu Apr 22, 2021 7:10 am
Forum: Gameplay Help
Topic: Blueprints changed, but how?
Replies: 5
Views: 643

Re: Blueprints changed, but how?

If the limitation of the chest size was done by a mod, you might want to disable that mod.
by Bauer
Thu Apr 22, 2021 7:09 am
Forum: Gameplay Help
Topic: How to check full belt of items
Replies: 5
Views: 595

Re: How to check full belt of items

You can do it with splitters. Connect the seed belt to splitter 1. Set both priority input and output to the side where the seeds are connected. Connect this splitter with 2 parallel belts to another splitter (2). Set a filter for fish for splitter 2. Loop back the fish-exit of splitter 2 to splitte...
by Bauer
Thu Apr 15, 2021 8:16 am
Forum: Gameplay Help
Topic: Do you do integrated production? And how much of it?
Replies: 11
Views: 877

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

However, there is one argument for a modular approach when it comes to construction material (iron-plates, steel, green and red chips, maybe also bricks): While your science set-up will pull stuff at a fixed rate, your demand for building materials is quite un-even. E-furnaces, modules, bots, nucle...
by Bauer
Wed Apr 14, 2021 7:20 am
Forum: Gameplay Help
Topic: Do you do integrated production? And how much of it?
Replies: 11
Views: 877

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

Both ways are fine. As long as the build allows to scale up easily. However, there is one argument for a modular approach when it comes to construction material (iron-plates, steel, green and red chips, maybe also bricks): While your science set-up will pull stuff at a fixed rate, your demand for bu...

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