Search found 24 matches
- 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...
- 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
you are AWESOME!!! Keep up the indescribably good work
NEEEEEDEDFactorioBot wrote:Reduced volume of ore mining and tree chopping.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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 ...
- 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 ...
- 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.
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.
- 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...
- 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,...
- 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...