Search found 1161 matches

by zOldBulldog
Mon Apr 03, 2023 5:39 pm
Forum: Gameplay Help
Topic: Tried and tested *input* belt balancers
Replies: 24
Views: 3390

Re: Tried and tested *input* belt balancers

I like caring about all these details and complex edge cases. Being a software engineer in real life, I know dealing with the common case requires only 20% of your time but solves 80% of the task, while dealing with the edge cases requires 80% of your time and solves the remaining 20% of the task. ...
by zOldBulldog
Mon Apr 03, 2023 5:17 pm
Forum: Gameplay Help
Topic: Tried and tested *input* belt balancers
Replies: 24
Views: 3390

Re: Tried and tested *input* belt balancers

I'm a fan of the vanilla game challenges - if the devs considered loaders part of the game, they would have added them. Since they are only included in the sandbox, not in the regular freeplay scenario, I will not use a mod to add them anyway. Feels like cheating. My preference is to use mods only ...
by zOldBulldog
Mon Apr 03, 2023 4:26 pm
Forum: Gameplay Help
Topic: Tried and tested *input* belt balancers
Replies: 24
Views: 3390

Re: Tried and tested *input* belt balancers

If you are open to using mods, I found that the combination of LTN (to deliver full trains but never fully fill the unload chests), Bulk Loaders (for a single unload chest), and Miniloaders (unloads a full fully balanced belt) plus a full balancer like Rainquist's 4x4L or the one a couple posts up.....
by zOldBulldog
Tue Mar 28, 2023 8:53 pm
Forum: Logistic Train Network
Topic: Same netID, two depots: Will it favor the nearest?
Replies: 7
Views: 1203

Re: Same netID, two depots: Will it favor the nearest?

I do plan to have lots of extra stops at each depot station.

Since my train network is designed so that most trips will be local and only a few trips will cross into a different area, so it seems that the best option for me is (3).
by zOldBulldog
Tue Mar 28, 2023 8:01 pm
Forum: Logistic Train Network
Topic: Same netID, two depots: Will it favor the nearest?
Replies: 7
Views: 1203

Re: Same netID, two depots: Will it favor the nearest?

Same net ID, same name? I think it will choose the closest based on vanilla pathfinder calculation. Which also means occupied is only a penalty. Make sure all depots can hold all trains... Ty, I suspected that, but wanted to be certain. I do plan to have enough depots on each station to hold all of...
by zOldBulldog
Tue Mar 28, 2023 5:21 pm
Forum: Logistic Train Network
Topic: Same netID, two depots: Will it favor the nearest?
Replies: 7
Views: 1203

Same netID, two depots: Will it favor the nearest?

From observing the behavior: - It seems that trains returning to a depot always go to the closest stop. So... if I configure two separate depot stations away from each other, is it safe to assume that trains will likely return to the closest station/stop unless they are already occupied? I am not lo...
by zOldBulldog
Tue Mar 21, 2023 8:55 pm
Forum: General discussion
Topic: Bus/Rail oil products
Replies: 16
Views: 3923

Re: Bus/Rail oil products

Yes, my plan is to eventually have an optimized production module for nuclear fuel for the trains.

Same with Rocket Fuel, if memory serves it is used in Space Science somewhere. *that* I will definitely optimize.
by zOldBulldog
Tue Mar 21, 2023 11:31 am
Forum: General discussion
Topic: Bus/Rail oil products
Replies: 16
Views: 3923

Re: Bus/Rail oil products

So you produce (or plan to) solid fuel from propane to make rocket fuel for the satelite and rockets parts in the silo? More efficient to use light oil. Solid fuel and later rocket fuel makes great train fuel too. Even fuel for steam engines if you are low on coal. I am not worried about efficiency...
by zOldBulldog
Mon Mar 20, 2023 9:24 pm
Forum: General discussion
Topic: Bus/Rail oil products
Replies: 16
Views: 3923

Re: Bus/Rail oil products

Update: I ended up making and transporting (bus or rail) only propane, lubricant and sulfuric. The rest I am producing at the point of consumption.

So far it is working extremely well and I found no reason to regret it. Builds are compact and efficient.
by zOldBulldog
Fri Mar 17, 2023 10:15 pm
Forum: Questions, reviews and ratings
Topic: LTN troubleshooting
Replies: 0
Views: 535

LTN troubleshooting

Hoping that someone can give me hints for how to troubleshoot the following. Or maybe there is an obvious mistake that you can mention. I have a simple setup (or supposed to be): - Stations always load and empty a full train. - I leave 1/4 of each chest/storage empty as a safety but still leave enou...
by zOldBulldog
Mon Mar 13, 2023 12:15 pm
Forum: Gameplay Help
Topic: Behemoth spitter size
Replies: 2
Views: 767

Re: Behemoth spitter size

A gap of two fields is enough for any biter. But biters can block each other and when too many are rushing your wall maze some might start attacking the walls because their path is blocked. It depends on the size of the group of biters. As long as they get to the wall or almost to the wall they wil...
by zOldBulldog
Sun Mar 12, 2023 2:32 pm
Forum: Gameplay Help
Topic: Behemoth spitter size
Replies: 2
Views: 767

Behemoth spitter size

How big are Behemoth spitters?

I need to know how much space to leave between my dragon teeth/walls so that it slows them down but they don't just sit out of range attacking the dragon's teeth.
by zOldBulldog
Sun Mar 12, 2023 2:18 pm
Forum: Ideas and Suggestions
Topic: Prevent infinite cycles of Spitters
Replies: 3
Views: 981

Re: Prevent infinite cycles of Spitters

The problem is find a design that works against spitters. I have not found one.

They just sit out of range of my turrets and flamethrowers attacking my dragon teeth from a distance while my bots fix them, until I go kill them with a tank.

It is game breaking.
by zOldBulldog
Sun Mar 12, 2023 1:46 pm
Forum: Ideas and Suggestions
Topic: Defense against spitters
Replies: 9
Views: 30836

Re: Defense against spitters

Necropost but this is still a problem years later. Or it might be a new problem. I setup an open wall defense, several layers of wall with openings so that the walls act as dragon teeth, slowing down but not stopping the attackers. Many videos and discussions indicate that they ignore the wall but t...
by zOldBulldog
Sat Mar 11, 2023 11:48 pm
Forum: Gameplay Help
Topic: Wall openings size to avoid attacks against wall
Replies: 0
Views: 478

Wall openings size to avoid attacks against wall

I built a defensive wall pattern based on some of the "tested designs" that has 1-wide openings with the intent that it would take minimum assaults while slowind down the approach. This worked extremely well against all assaults until I got a wave of large spitters that stayed back and jus...
by zOldBulldog
Wed Mar 08, 2023 4:10 pm
Forum: Questions, reviews and ratings
Topic: LTN Combat outpost resupply?
Replies: 4
Views: 1081

Re: LTN Combat outpost resupply?

C) Use a provider station that fills the train exactly as ordered. D) Use a provider station that fills the train nearly as ordered and make sure your outposts can handle the excess materials It sounds like you have dedicated trains and a dedicated provider station. Why do you want to use ltn for t...
by zOldBulldog
Wed Mar 08, 2023 12:33 pm
Forum: Questions, reviews and ratings
Topic: LTN Combat outpost resupply?
Replies: 4
Views: 1081

LTN Combat outpost resupply?

Complex issue, don't bother reading unless you have time :) None of the designs I found on factorioprints, youtube or google quite do what I'm looking for. The closest I found is by Nilaus but it uses vanilla train stops. I would really like to do it with LTN. I am not worried about the trains to &q...
by zOldBulldog
Tue Mar 07, 2023 10:06 pm
Forum: Questions, reviews and ratings
Topic: Which mods for compact/clean builds?
Replies: 2
Views: 802

Which mods for compact/clean builds?

After having solved and built most of the typical contraptions a few times I now like to make clean, simple and well ordered builds. Cleanliness and compactness also enables me to focus on more advanced engineering. Below is the set of mods I am using for spaghetti reduction. All of them save on spa...
by zOldBulldog
Tue Mar 07, 2023 12:38 pm
Forum: Logistic Train Network
Topic: Bug? Constant Combinator OFF still triggers requests
Replies: 3
Views: 725

Re: Bug? Constant Combinator OFF still triggers requests

If you have any other signals wired to the LTN stops, like the buffer chests, that is all it takes to turn it into a provider (positive items) or requester (negative items). It uses defaults for everything else. Thanks for confirming. So, the only way to disable an LTN station is indeed to cut the ...
by zOldBulldog
Mon Mar 06, 2023 2:37 pm
Forum: Questions, reviews and ratings
Topic: Which waterfill to match lake color?
Replies: 2
Views: 532

Re: Which waterfill to match lake color?

If you just want to be able to remove landfill, try https://mods.factorio.com/mod/simple_landfill_mining. It will restore the water tile to exactly what it was before, but only if you'd placed the landfill after installing the mod (since otherwise, the game had deleted the information). Thanks, I m...

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