Search found 1107 matches

by zOldBulldog
Thu Nov 28, 2019 6:20 pm
Forum: Show your Creations
Topic: Bulldog 1: A solid Startup Base to build your main base.
Replies: 12
Views: 4952

Re: Bulldog 1: A solid Startup Base to build your main base.

Using this base for the third time now. I love it. It's the little things and attention to detail that really impress me. This quote from The Fountainhead came to mind, in which a client is speaking to Roark, the architect who designed his house: And, incidentally, thank you for all the thought you...
by zOldBulldog
Mon Oct 28, 2019 12:02 pm
Forum: Show your Creations
Topic: Bulldog 1: A solid Startup Base to build your main base.
Replies: 12
Views: 4952

Re: Bulldog 1: A solid Startup Base to build your main base.

Thanks for the great design of this factory. Very fun. BTW: Factorio release 0.17.60 broke the v3 freedom mall: Blue science now requires a sulfur input instead of a solid fuel input. Rocket fuel now requires an additional input: light oil. I have been playing something else, but when I get back to...
by zOldBulldog
Tue Aug 06, 2019 2:02 pm
Forum: Combinator Creations
Topic: Bulldog: Automatic Power Manager for factory lines
Replies: 7
Views: 2050

Re: What Line supposed to go in the Constant Contaminator ?

How to ... During Night Time Prioritize Accumulators Activate Steam engines ONLY when Solar Power IS OFF Does Accumulator OUTput information kW value or % value? 1. According to the wiki , power comes first from solar, then steam and finally accumulators. I don't think there is any way to change th...
by zOldBulldog
Tue Aug 06, 2019 1:39 pm
Forum: Combinator Creations
Topic: Bulldog: Automatic Power Manager for factory lines
Replies: 7
Views: 2050

Re: Bulldog: Automatic Power Manager for factory lines

Yes you can fix the problem by removing wires, it would just be nice to have the option to mark a pole as 'do not automatically connect here, manual connections only.' Or I can learn to leave enough room :D So true. Being able to ensure that things don't auto-connect is often one of the very few re...
by zOldBulldog
Fri Jul 05, 2019 3:32 pm
Forum: General discussion
Topic: Should standing next to an active reactor harm player health?
Replies: 42
Views: 2881

Re: Should standing next to an active reactor harm player health?

Termak wrote:
Fri Jul 05, 2019 2:58 pm
Airplane pilots get more radiation than nuclear power plant workers :lol: , stop getting your "info" from HBO.
So true. Only *dumb/reckless* nuclear power plant workers get unhealthy levels of radiation. :lol: :geek:
by zOldBulldog
Wed Jul 03, 2019 4:31 pm
Forum: Gameplay Help
Topic: What's the most simple way to learn to play Factorio?
Replies: 19
Views: 1153

Re: What's the most simple way to learn to play Factorio?

I would say that the simplest way to learn is to follow Nilaus 'Base in a Book" series. It is old but it teaches you to think in Factorio terms.

DO NOT grab his blueprints. The whole point is to learn, not to build his thing.
by zOldBulldog
Wed Jul 03, 2019 4:12 pm
Forum: General discussion
Topic: Should standing next to an active reactor harm player health?
Replies: 42
Views: 2881

Re: Should standing next to an active reactor harm player health?

Short answer to the suggestion: NO. It will not add realism. I once worked with radioactive materials and I have even been in a reactor. There are procedures and protections. You don't "just get irradiated" for working with them or being near. If it did... we'd tell them to go jump off a bridge... b...
by zOldBulldog
Tue Jun 25, 2019 3:52 pm
Forum: General discussion
Topic: Module Production: To beacon or not to beacon?
Replies: 26
Views: 2540

Re: Module Production: To beacon or not to beacon?

I try to beacon everything. Production modules + speed modules saves a lot of resources. The power consumption is almost irrelevant - a 2x2 reactor can power almost everything.... if it isn't enough, i just build a new one. I tend to agree that power is irrelevant. - In vanilla, a 2x2 reactor gener...
by zOldBulldog
Tue Jun 25, 2019 12:35 am
Forum: Technical Help
Topic: Steam Sync - multiple save files - SOLVED
Replies: 0
Views: 130

Steam Sync - multiple save files - SOLVED

I have been successfully using Steam Sync for a long time, to allow me to switch my play between my desktop and laptop. I am familiar with the typical problems and therefore am very careful to let it complete the sync each time I exit Factorio. I rarely experience any problems, and when I do it is e...
by zOldBulldog
Mon Jun 24, 2019 11:19 pm
Forum: Logistic Train Network
Topic: Is it possible to request from multiple providers in a single schedule?
Replies: 18
Views: 1184

Re: One pickup, many deliveries. Is it possible?

Very frustrating and that is why I was hoping LTN or somebody else's "works with LTN" mod would do the trick. This question was a last ditch attempt to salvage my use of air filters to play in an ecologically friendly way... I am now considering saying "to h*** with it", wiping out a much wider are...
by zOldBulldog
Mon Jun 24, 2019 12:01 pm
Forum: Logistic Train Network
Topic: Is it possible to request from multiple providers in a single schedule?
Replies: 18
Views: 1184

Re: One pickup, many deliveries. Is it possible?

For such a setup use a normal train and name all the stations needing air filters the same. Set the train to load air filters until full and then add the unloading stations N times with circuit condition "air filters > M" or "empty". Then program the unloading stations to enable when "air filters <...
by zOldBulldog
Sun Jun 23, 2019 11:36 pm
Forum: Gameplay Help
Topic: Understanding module calculations
Replies: 1
Views: 241

Understanding module calculations

I found a lot of information and even tools that calculate for you, but the information is a bit ambiguous and I could not find a single a clear example *in writing* of how to do the calculations. For example, I tried to calculate the following. Tier 3 PROD module = +10% items produced for a given p...
by zOldBulldog
Sun Jun 23, 2019 5:12 am
Forum: Questions, reviews and ratings
Topic: Setup and forget air filtering
Replies: 0
Views: 233

Setup and forget air filtering

I like the concept of building an ecological base and achieving piece with the aliens by not irritating them with pollution, but doing it in a way that "feels realistic". It took me a long time to find the right combination of settings and mods to allow it (Railworld, Next Gen Evolution mod and Scho...
by zOldBulldog
Sun Jun 23, 2019 4:54 am
Forum: Logistic Train Network
Topic: Is it possible to request from multiple providers in a single schedule?
Replies: 18
Views: 1184

One pickup, many deliveries. Is it possible?

My railworld is fairly widely distributed. I have an item (air filters from Schorty's mod) that is consumed in small quantities at many locations. Sending a train with few items from depot to provider to requester to depot in this scenario is so inefficient (puts huge numbers of trains on the networ...
by zOldBulldog
Tue Jun 18, 2019 11:06 pm
Forum: Gameplay Help
Topic: Train stations
Replies: 2
Views: 304

Re: Train stations

Use circuit logic to disable the stop when the chests don't have enough for a load.

It will take some studying and googling but the knowledge you will gain is worth the effort.
by zOldBulldog
Tue Jun 18, 2019 12:04 pm
Forum: Railway Setups
Topic: Rail Bridges experiments
Replies: 7
Views: 1319

Re: Rail Bridges experiments

Bridges... awesome concept that needs to be in the core game.

And now that there is a mod for it there is finally a chance that it might happen.

One more mod to add to my wish list.
by zOldBulldog
Sun Jun 16, 2019 1:08 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belt content side swapping
Replies: 11
Views: 1707

Re: Belt content side swapping

Setting output priority works fine until the belt backs up, then the other lane gets filled too, If you want to make sure the second lane stays empty, set a filter on the splitter, or use the classic method.:) Yeah instead of output priority I always use a "fish filter" for things like these. I nev...
by zOldBulldog
Sat Jun 15, 2019 10:56 pm
Forum: General discussion
Topic: Understanding pipe capacity - important for large scale refineries
Replies: 12
Views: 2146

Re: Understanding pipe capacity - important for large scale refineries

Define "fully moduled". Probably like this: Standard speed refinery = 1 2 row 5 beacons -> speed + 500%, speed -> 6 3 prod modules -> speed - 45% , speed -> 5.55 20 * 10 * 5.55 -> 1110 oil/sec Exactly! And it explains why we never see a design with more than 10 refineries... as it matches the pipe ...
by zOldBulldog
Sat Jun 15, 2019 10:52 pm
Forum: Questions, reviews and ratings
Topic: Remote Constant Combinators: A simple but possibly powerful idea
Replies: 4
Views: 372

Re: Remote Constant Combinators: A simple but possibly powerful idea

Pi-C wrote:
Sat Jun 15, 2019 10:49 pm
Something like this?
Exactly, I think.

Thanks!
by zOldBulldog
Sat Jun 15, 2019 6:05 pm
Forum: General discussion
Topic: Understanding pipe capacity - important for large scale refineries
Replies: 12
Views: 2146

Re: Understanding pipe capacity - important for large scale refineries

Dumb question related to the above: - Most of the beaconed oil processing builds use 10 refineries. - The length of the oil supply pipe for that is aprox 60 pipes. At that length the table indicates it can carry about 1000 units/sec. - Unmoduled the 10 refineries consume 200 units/sec of oil (and un...

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