Hello everyone, the title says it all. I would like some tips on what to put on the main bus.
I used the Factorio Calculator to plan a factory that would produce a Rocket every 25 minutes and 40 scientific kits each per minute (the number of kits was a little random, I don't know what number would ...
Search found 16 matches
- Sat May 16, 2020 2:26 pm
- Forum: General discussion
- Topic: 0.17 / 0.18 - What to put on the main bus?
- Replies: 22
- Views: 11273
- Tue Oct 29, 2019 10:51 pm
- Forum: Technical Help
- Topic: Delayed online game
- Replies: 0
- Views: 687
Delayed online game
Hello everyone!
I am trying to play with a colleague, but the game is delayed by 1 second or more (it is impossible to use a car).
The strange thing is that pressing F5 shows that UPS is at 60 and latency is at 40 (I don't know if that is high).
Our machines are good (his host is even better) and ...
I am trying to play with a colleague, but the game is delayed by 1 second or more (it is impossible to use a car).
The strange thing is that pressing F5 shows that UPS is at 60 and latency is at 40 (I don't know if that is high).
Our machines are good (his host is even better) and ...
- Sun Oct 27, 2019 3:19 am
- Forum: Ideas and Suggestions
- Topic: My feedback on the new interface
- Replies: 0
- Views: 710
My feedback on the new interface
Hello everyone!
Loved the work with the new interface! But something bothers me.
When I first opened my blue prints I "automatically" clicked on the icon in the upper right corner to close the window (windows mania) and this actually deletes the item.
I know there is an icon that clearly ...
Loved the work with the new interface! But something bothers me.
When I first opened my blue prints I "automatically" clicked on the icon in the upper right corner to close the window (windows mania) and this actually deletes the item.
I know there is an icon that clearly ...
- Sat Dec 01, 2018 12:50 pm
- Forum: Gameplay Help
- Topic: Pump does not work in some positions
- Replies: 3
- Views: 1628
Pump does not work in some positions
I can not make this pump work. I already tested it without the circuit and it still does not work.
https://imgur.com/5qvgglc
Can someone help me?
https://imgur.com/5qvgglc
Can someone help me?
- Sat Dec 01, 2018 12:32 pm
- Forum: Gameplay Help
- Topic: Doubt about train stations
- Replies: 3
- Views: 1966
Re: Doubt about train stations
Thank you! I'll try.Jap2.0 wrote: Fri Nov 23, 2018 4:05 am Make them all have the same name and then disable the station while it has enough supplies. It should be a fairly simple circuit trigger, but let us know if you run into any problems and want help.
- Sat Nov 17, 2018 8:13 pm
- Forum: Gameplay Help
- Topic: Doubt about train stations
- Replies: 3
- Views: 1966
Doubt about train stations
friends,
I designed a defensive perimeter made with wall sessions (a mixture of ballistic, flaming towers, artillery and building robots).
Each session has space for a train station, which will supply this part with ammunition and spare parts.
My question is: Should I make each station with a ...
I designed a defensive perimeter made with wall sessions (a mixture of ballistic, flaming towers, artillery and building robots).
Each session has space for a train station, which will supply this part with ammunition and spare parts.
My question is: Should I make each station with a ...
- Fri Nov 02, 2018 10:16 pm
- Forum: Gameplay Help
- Topic: Is it possible to make a factory without belts?
- Replies: 17
- Views: 7189
Re: Is it possible to make a factory without belts?
Could you use buffer chests as waypoints for the bots to store their load?
I came to this thinking today and it is working.
You can bridge two unconnected logistic networks with chests. Makes the flight times much shorter because the networks are smaller
I also thought about that. I have ...
- Fri Nov 02, 2018 4:43 pm
- Forum: Gameplay Help
- Topic: Is it possible to make a factory without belts?
- Replies: 17
- Views: 7189
Re: Is it possible to make a factory without belts?
If I am doing bot based production I typically design something like BotBasedGreenCircuits.jpg
Note the short bot travel distances, and the plentiful roboports, the fact that bots can recharge near where they drop off and pick up items. This design can also be adapted for shorter trains, but if I ...
- Fri Nov 02, 2018 4:16 am
- Forum: Gameplay Help
- Topic: Is it possible to make a factory without belts?
- Replies: 17
- Views: 7189
Re: Is it possible to make a factory without belts?
So your biggest problem here isn't a lack of roboports. It's that your roboports are poorly positioned. (Your estimate is also off by a factor of 10, you only need about 120 roboports to service 6k robots).
In your factory, essentially all the roboports are lined in a vertical line. However, your ...
- Fri Nov 02, 2018 2:02 am
- Forum: Gameplay Help
- Topic: Is it possible to make a factory without belts?
- Replies: 17
- Views: 7189
Re: Is it possible to make a factory without belts?
If bots are too difficult, try doing train-based logistics only. It is possible - just a lot of handplaced (well, 0.17 will fix that) wagons and a shit-ton inserters...
I'm already using the trains to search for minerals and oil. The factory in question is too small to use trains. And I'm also ...
- Fri Nov 02, 2018 1:35 am
- Forum: Gameplay Help
- Topic: Is it possible to make a factory without belts?
- Replies: 17
- Views: 7189
Re: Is it possible to make a factory without belts?
Can not upload file through forum. I'm attaching it to the drive.
https://drive.google.com/file/d/1xMl4A0 ... sp=sharing
https://drive.google.com/file/d/1xMl4A0 ... sp=sharing
- Fri Nov 02, 2018 1:28 am
- Forum: Gameplay Help
- Topic: Is it possible to make a factory without belts?
- Replies: 17
- Views: 7189
Re: Is it possible to make a factory without belts?
You have too few roboports almost certainly.
I started collating numbers on the throughput of different systems. Robots are challenging because the throughput of robots are highly dependent on distance, and the distance is challenging to reason about when you have multiple sources and sinks in ...
- Fri Nov 02, 2018 12:00 am
- Forum: Gameplay Help
- Topic: Is it possible to make a factory without belts?
- Replies: 17
- Views: 7189
Is it possible to make a factory without belts?
On my map I have the idea of ββa relatively large factory for military production. I decided to build almost without the use of belts. I have a conciderable amount of roboports scattered and more than 5000 logistical robots, with 3k to 4k in constant use.
The problem is that many are standing in ...
The problem is that many are standing in ...
- Fri Apr 27, 2018 1:59 am
- Forum: Technical Help
- Topic: [0.16.36] Could not establish network connection
- Replies: 1
- Views: 2086
Re: [0.16.36] Could not establish network connection
Even though no one has responded to this message, I will update.
I was able to connect with my friend when he changed the router.
But I have very high latency (more than 200 tick). Note that my internet is 7 Megas and my friend's is bigger than 50 Megas. Besides we are in the same city.
On dedicated ...
I was able to connect with my friend when he changed the router.
But I have very high latency (more than 200 tick). Note that my internet is 7 Megas and my friend's is bigger than 50 Megas. Besides we are in the same city.
On dedicated ...
- Sun Apr 22, 2018 11:38 pm
- Forum: Technical Help
- Topic: [0.16.36] Could not establish network connection
- Replies: 1
- Views: 2086
[0.16.36] Could not establish network connection
I can not play with a friend (both on steam). Unable to connect to another's game, the message "Could not establish network connection" is displayed.
In search of solutions, I tried using portforward.
I entered the router "dir 809" on the advanced tab. I created a rule for "Factorio" with the IP ...
In search of solutions, I tried using portforward.
I entered the router "dir 809" on the advanced tab. I created a rule for "Factorio" with the IP ...
- Sun Apr 22, 2018 6:28 pm
- Forum: Ideas and Suggestions
- Topic: We need alien tech back!
- Replies: 75
- Views: 21359
Re: Put the Alien Orbs back in the Game.
I have a simple idea.
As the monsters evolve, there will be a greater tendency to mount nests over mineral sources.
Therefore, the reward for destroying nests is to have access to more resources.
As the monsters evolve, there will be a greater tendency to mount nests over mineral sources.
Therefore, the reward for destroying nests is to have access to more resources.