Search found 111 matches

by JimBarracus
Wed Oct 10, 2018 9:15 am
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 5581

Re: Friday Facts #263 - Trains in blueprints

When you make super UPS optimized factories and use assemblers with direct insertions between trains. Inserters and assemblers have all odd numbered width and rails can only bee and even amount of tiles between them, so you may need to use cars/tanks that have an even numbered width. you can place ...
by JimBarracus
Tue Oct 09, 2018 5:33 am
Forum: General discussion
Topic: Minimal on siite sulfuric for uranium mine?
Replies: 11
Views: 718

Re: Minimal on siite sulfuric for uranium mine?

Could be done but the effort is way to much. In Order to fill up a cargo wagon with uranium ore you only need to use 6 slots for barrels (three for full ones and three for empty ones) which gives you enough to mine 1500 units, 34 slots, laving space for 1700 uranium. With mining productivity 7 you p...
by JimBarracus
Wed Sep 12, 2018 8:23 am
Forum: General discussion
Topic: Vanilla mine/train/smelter strategies - what and why?
Replies: 28
Views: 1616

Re: Vanilla mine/train/smelter strategies - what and why?

My current map (no biters, normal resources) has a big roundabout around the main base. With several lanes and enough space for the trains to accelerate to full speed before merging in. I watched it for quite a while and never noticed trains to slow down for each other. Anyway, for smelting I often ...
by JimBarracus
Tue Sep 04, 2018 4:43 am
Forum: General discussion
Topic: 0.17 Hype?
Replies: 40
Views: 6800

Re: 0.17 Hype?

About endgame: launching one rocket is a massive task try launching one rocket per minute get all achievements (lazy bastard) play without biters, deathworld, train world spaghetti layout, main bus, train based production, bot based production only use solar, coal, nuclear or even nuclear fuel play ...
by JimBarracus
Fri Aug 24, 2018 9:19 am
Forum: General discussion
Topic: Inserters Belt Placement location
Replies: 6
Views: 565

Re: Inserters Belt Placement location

You mirrored the balancer layout
the setup on top is not the same like on the bottom.

You need to move the belts to the left and feed them from the right side.
by JimBarracus
Tue Jul 17, 2018 4:47 am
Forum: Gameplay Help
Topic: A question about radar.
Replies: 8
Views: 730

Re: A question about radar.

With a total number of 797 chunks (29×29 − 7×7), it takes one radar 7 hours 20 minutes
Any radar always scans the oldest chunk outside the active view.
So you can update the 6 oldest chunks at the same time, every 33s another six.
Which means the oldest chunk could be more than one hour old.
by JimBarracus
Wed Jul 11, 2018 9:58 am
Forum: General discussion
Topic: Reasons for LHD (left hand drive) rail
Replies: 3
Views: 827

Re: Reasons for LHD (left hand drive) rail

1. Signals on the inside, big plus 2. no space wasted outside the tracks. The reason I started usid LHD were my walled train tracks. I leave a gap of two tracks between them and I can fit lasers and roboports between the rails easily. By now I switched to more massive walled rails (5 lanes, two in e...
by JimBarracus
Mon Jun 04, 2018 11:29 am
Forum: Gameplay Help
Topic: Sulfur vs Sulfuric Acid on Main Bus
Replies: 11
Views: 829

Re: Sulfur vs Sulfuric Acid on Main Bus

pro: can also be used for dynamite con: -except for dynamite it is only used for sulfuric acid -one petroleum pipe has much more throughput than a belt of sulfur -sulfuric acid is only needed for three things: batteries, blue ciruits and uranium mining. Best thing is to have one central production a...
by JimBarracus
Fri Jun 01, 2018 10:49 am
Forum: Gameplay Help
Topic: How are same-named train station chosen?
Replies: 4
Views: 345

Re: How are same-named train station chosen?

The train will only go to the nearest station. You can use logic wires and deactivate stations, that have a certain amout of fuel stored. Once the nearest station has enough fuel it is deactivated and the train will look for the next station. You should also add some logik that delays the activation...
by JimBarracus
Wed May 30, 2018 11:50 am
Forum: General discussion
Topic: Reading Power capacity and demand
Replies: 57
Views: 3586

Re: Reading Power capacity and demand

how to display accumulator charging / discharging: http://passiondriving.de/wp-content/uploads/2014/03/vw-e-golf-3.jpg Would show the charge/discharge rate related to the total power consumption in %. For charging: x% are used for recharging of the total power consumption Example: factory needs 50MW...
by JimBarracus
Fri May 25, 2018 8:15 am
Forum: Gameplay Help
Topic: Combat in DeathWorld - Flame Turrets
Replies: 6
Views: 436

Re: Combat in DeathWorld - Flame Turrets

Crude oil is the better option for the beginning since you have more of it. Production has to step back for the sake of defense. I place flamethrower turrets between one almost full length of underground pipes. 8 tiles of gap between the underground pipes (9 are max). For the beginning I leave out e...
by JimBarracus
Tue May 22, 2018 8:16 am
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 12261

Re: Friday Facts #243 - New GUI tileset

I like the new casting couch.
You should setup a camera tripod in front of it.
for the lolz and to scare new people.
by JimBarracus
Mon Apr 30, 2018 10:42 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 666
Views: 76294

Re: Simple Questions and Short Answers

thanks.. to few on a 370k patch :/ will try pipeline or train :) how to get the optimum ratio for trains: reserve 32 slots for uranium ore 4 slots for acid barrels 4 slots for empty barrels If you want the precice amount of acid limit the input to 32 barrels (don't forget to reduce the stack size t...
by JimBarracus
Fri Apr 27, 2018 7:22 am
Forum: Ideas and Suggestions
Topic: Improving driving: Ground tile that slows you down
Replies: 1
Views: 153

Improving driving: Ground tile that slows you down

TL;DR Ground tiles that slow you down. As the title says. What ? I would like to see some ground tiles that give you a penalty on movement speed. It could be used in areas close to buildings to automatically slow you down so that you can control your vehicle better. It would make it much more conve...
by JimBarracus
Wed Apr 25, 2018 7:31 am
Forum: Balancing
Topic: Fluid balancing
Replies: 6
Views: 649

Re: Fluid balancing

Here some numbers One wagon plastic bars contains 40k peotroleum plus 2k coal. One tanker sulfuric acid contains 37.5k units Petroleum and 500 iron. One wagon rocket fuel contains 40k light oil (or 80k heavy oil or petroleum) I think these are the main oil products that you need to ship. For most th...
by JimBarracus
Wed Apr 25, 2018 4:58 am
Forum: Gameplay Help
Topic: why is my train stopped at a green chain signal?
Replies: 5
Views: 415

Re: why is my train stopped at a green chain signal?

Doesn't a green light mean go? This is the simplest thing in traffic. If the light is green, that means the vehicle looking at the green light can go. If the light is red, the vehicle should stop, but in factorio the train looking at a green light stops. What is the point of having red and green li...
by JimBarracus
Fri Apr 20, 2018 7:12 am
Forum: Railway Setups
Topic: Multiple Stops On 1 Rail
Replies: 9
Views: 1160

Re: Multiple Stops On 1 Rail

How come you end up with so short trains?
Do you smelt on site?
by JimBarracus
Fri Apr 20, 2018 6:46 am
Forum: Gameplay Help
Topic: Trains and stops of same name
Replies: 6
Views: 3453

Re: Trains and stops of same name

It works good for an unloading station with multiple stops next to each other since they are really close together. It gets more difficult to setup mining outposts where the stations share one name. The clostest outpost will be occupied all the time and the remote ones are rarely visited. It require...
by JimBarracus
Wed Apr 18, 2018 5:47 am
Forum: Gameplay Help
Topic: Requesting help with rail junction
Replies: 13
Views: 703

Re: Requesting help with rail junction

krios wrote: But in Factorio i can't figure out how it works. i never used Pre-signals in OpenTTD so chain-signals are new terain for me and the regular signals don't seem to function as OpenTTD's pathing signals
Is it still a mystery to you?
Functionality and layout are almost the same.
by JimBarracus
Mon Apr 16, 2018 10:56 am
Forum: Ideas and Suggestions
Topic: Piles and hopper wagons
Replies: 9
Views: 454

Re: Piles and hopper wagons

+1 for hopper cars actually "pileable" items like ores and coal are not handleable with inserters. I mean it's literally small crumbles or even dust. In real life inserters are not used for such things. Inserters are actually super rare. We use the concept of gravity and belts. Technically the whole...

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