Search found 24 matches

by paouk
Wed Jun 21, 2017 6:21 pm
Forum: Gameplay Help
Topic: T-junction Deadlock
Replies: 3
Views: 2474

Re: T-junction Deadlock

Hi, consider Koub's good suggestions. They should definitely give you a very helpfull base for the future understanding trains. Anyway, for this particular case you posted: There are some basic problem you should certainly fix a part from personal opinions: 1)you should use chain signals in all litt...
by paouk
Wed Jun 21, 2017 5:34 pm
Forum: Releases
Topic: Version 0.15.22
Replies: 38
Views: 26844

Re: Version 0.15.22

Thank you guys!!
you are AWESOME!!! Keep up the indescribably good work :)

FactorioBot wrote:Reduced volume of ore mining and tree chopping.
NEEEEEDED
by paouk
Wed Jun 07, 2017 10:15 am
Forum: Gameplay Help
Topic: Dynamic rocket payload [logic conditions]
Replies: 3
Views: 1742

Re: Dynamic rocket payload [logic conditions]

The trivial solution is build two silos and give each a different payload. Yes, you can see the area is already prepared to have more silos intended to "copy-pasted" towards north, i'll do it when i reach a sufficent boost in rocket components production. There are some problems with trai...
by paouk
Wed Jun 07, 2017 9:14 am
Forum: Gameplay Help
Topic: Dynamic rocket payload [logic conditions]
Replies: 3
Views: 1742

Dynamic rocket payload [logic conditions]

Hello there, i'm going through a long run with few mods in which is Ion Cannons. My base isn't a classic megabase. It is in terms of size and game duration but it is not in terms of production stats and throghput. I've got all i need with the right patience, though. I'm updated to the most recent st...
by paouk
Sun Jun 04, 2017 10:27 am
Forum: Gameplay Help
Topic: Decider Combinator
Replies: 3
Views: 2048

Re: Decider Combinator

Hi Right now I have a Decider Combinator that is set to coal > 3000 for input and coal input count for output. There is a red cable from a pole that's connected to the logistic network to the combinator's input, and another red cable from the combinator output to the request chest. It should work. M...
by paouk
Thu Jun 01, 2017 3:56 pm
Forum: General discussion
Topic: Avoid lategame brutal expansion: RSO or ER:Depletion?
Replies: 20
Views: 8574

Re: Avoid lategame brutal expansion: RSO or ER:Depletion?

I can also take out a lot more bases with the destroyers than I can with bombs for the same amount of circuits. Wow! It sounds interesting. It seems that such a big investmen in research has finally given its fantastic benefits. Good to know in case my nukes will no more be able to guarantee my exp...
by paouk
Thu Jun 01, 2017 12:48 pm
Forum: Gameplay Help
Topic: 0.15 - solar panels & accumulators
Replies: 34
Views: 35884

Re: 0.15 - solar panels & accumulators

Am I the only one who simply installs solar panels and accumulators separately in large amounts, without much regard to proportions? :-) Because, you know, there's no such thing as too much power. And considering laser turrets, there's no such thing as too much stored power, either. I don't think y...
by paouk
Thu Jun 01, 2017 12:04 pm
Forum: Gameplay Help
Topic: 0.15 - solar panels & accumulators
Replies: 34
Views: 35884

Re: 0.15 - solar panels & accumulators

it's possible to get a good 20:24 accumulator:panel ratio Exactly. I personally prefer as smaller as possible configurations.Blueprinting them where and when i need. Substation aside (these are more expensive in terms of resources i'm going with these in my current base. EDIT: This is my 20:24 conf...
by paouk
Wed May 31, 2017 9:56 pm
Forum: General discussion
Topic: Avoid lategame brutal expansion: RSO or ER:Depletion?
Replies: 20
Views: 8574

Re: Avoid lategame brutal expansion: RSO or ER:Depletion?

As a note on RSO i believe there is a MOD setting to enable vanilla biter generation if you prefer. Can you please tell me the difference between RSO biter generation and vanilla biter generation? RSO biter generation is much more sparse then vanilla. yes. Using RSO , you'll be able to build a rail...
by paouk
Wed May 31, 2017 3:37 pm
Forum: Gameplay Help
Topic: Train vs Behemoth Bitter
Replies: 4
Views: 2387

Re: Train vs Behemoth Bitter

Damn man, what a painful story to hear! :? I've recently reached 90% evolution factor, i've never seen those green buggy oafish. I started to be afraid of them when i first try to push down the throttle of my tank against one of them. Lukily my construction roboport save my life with reparikit. I'll...
by paouk
Wed May 31, 2017 3:22 pm
Forum: General discussion
Topic: Avoid lategame brutal expansion: RSO or ER:Depletion?
Replies: 20
Views: 8574

Re: Avoid lategame brutal expansion: RSO or ER:Depletion?

I just made this thread sharing my RSO settings. Yep, it seems interesting, i've read about extremely configurable RSO setting, but i've never really understand/tried it. This is interesting, i should definitively give it a try. Thanks! This When it comes to expansion speed is your friend. ..and th...
by paouk
Wed May 31, 2017 1:25 pm
Forum: Ideas and Suggestions
Topic: Adding "risk" to nuclear energy
Replies: 5
Views: 3672

Re: Adding "risk" to nuclear energy

Yes, you're right. Since the first time devs mentioned the nuclear power i was expecting a someway similar behavior as you're suggesting. Actually a nuclear chain design that was deeply integrated in the core concept of the gameplay, which is where mods not easily arrives. I can't add anything more ...
by paouk
Wed May 31, 2017 10:15 am
Forum: General discussion
Topic: Avoid lategame brutal expansion: RSO or ER:Depletion?
Replies: 20
Views: 8574

Avoid lategame brutal expansion: RSO or ER:Depletion?

Hello there, I read many thread, on reddit and on this forum, about the annoying late game forced expansion you need to perpetrate to have sufficent resource amount. I was able to find out many different interesting tips (mods, console commands ecc) but i've been going for the mod way. I like the id...
by paouk
Tue May 30, 2017 3:14 pm
Forum: Gameplay Help
Topic: Chain signal issue
Replies: 9
Views: 4548

Re: Chain signal issue

Probably the easiest fix is to add a chain signal on the curve to the left between the red and blue trains. As you said that is the cause of the problem and this seems to be the right hotfix. You should put chanis on every single little section of track betwen the entrance of the junction and its e...
by paouk
Tue May 30, 2017 2:47 pm
Forum: Gameplay Help
Topic: Help: sums of requester chest : cable network
Replies: 5
Views: 2714

Re: Help: sums of requester chest : cable network

To USE the signal you need to connect the wire to some sort of active item. Unfortunately Chests are passive. Not all chests, anyway. U can tell by wire how many of which item a requester chest should request. ;) Also, also a second question while on reading the sums of requester's chest. is there ...
by paouk
Tue May 30, 2017 9:53 am
Forum: Gameplay Help
Topic: Help: sums of requester chest : cable network
Replies: 5
Views: 2714

Re: Help: sums of requester chest : cable network

Hello, you can craft (manually or automatically) red or green wire (choose one), then connect it chest by chest to each of the 24, then connect it to an electric pole (it is util 'cause on mouseover you can see all the signals it's receiving at the momento on both signals). You can use those sgnals ...
by paouk
Mon May 29, 2017 10:10 pm
Forum: Gameplay Help
Topic: Train schedule on remote condition
Replies: 4
Views: 2284

Re: Train schedule on remote condition

Wow! Thank you very much!

In your example it is all more "simple" then i was expenting, i'm feeling a bit newbie but i've never seen that timer or try the creative mode mod.

Thank you again


P.S. I hope you've already posted this in "Show your creations" section.
by paouk
Mon May 29, 2017 12:53 pm
Forum: Gameplay Help
Topic: Train schedule on remote condition
Replies: 4
Views: 2284

Re: Train schedule on remote condition

Damn man, triggering a train signal change that you can detect My head was about to blow-up trying to follow your steps untill the fantastic surprise. Genious! Anyway, as you said, it's complicated. I like 'cause i see you're probabliy right, it should work, but i'll wait a bit just to know if there...
by paouk
Mon May 29, 2017 12:36 pm
Forum: Gameplay Help
Topic: How to make trains NOT drive THROUGH a station?
Replies: 11
Views: 7422

Re: How to make trains NOT drive THROUGH a station?

I think the best advice here is: - you should always have one track to bypass the station. This is obviusly not a real "solution" but, you know, a 5secs delayed train because of a usless loop around the station is better then one delayed due to 2min waiting other trains to be unloaded. So,...
by paouk
Mon May 29, 2017 10:26 am
Forum: Gameplay Help
Topic: Train schedule on remote condition
Replies: 4
Views: 2284

Train schedule on remote condition

Hello there, (sorry for my english, i'm trying my best) Scope: I'm having a 'train world' game. I'm already in the late-game (22 rockets launched already) a part of the massive production rate often visible on various megabases posts. I'm focusing on having different separate Outpost producing final...

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