Search found 247 matches

by astroshak
Sun Aug 09, 2020 11:39 pm
Forum: Gameplay Help
Topic: [0.18.45] Logistic Bots deliver wrong items to requester chest
Replies: 4
Views: 116

Re: [0.18.45] Logistic Bots deliver wrong items to requester chest

The only things that can be less than 100% condition are structures that have been placed somewhere previously. Repair them before picking them up. If you find one in the system somehow, take it out, put it down, repair it, pick it back up, and reinsert it back into the system.
by astroshak
Mon Jul 27, 2020 10:57 pm
Forum: Gameplay Help
Topic: Comparison of "Everything" signal with a specific signal
Replies: 18
Views: 532

Re: Comparison of "Everything" signal with a specific signal

Correct me if I’m wrong (don’t have Factorio up and running right now) but there are more than one “catch all” signals here. Anything Each TC, I want to say that “Anything < A” will be true if any signal is less than the value of A, in this case, 5. So it will output whatever you tell it to if any o...
by astroshak
Thu Jul 23, 2020 9:29 am
Forum: Gameplay Help
Topic: Do not understand rail setup
Replies: 22
Views: 683

Re: Do not understand rail setup

I can't seem to find a lot of train blueprints that aren't the size of my entire base, everyone has megabase on the brain. I basically gave up on the idea, there's no way to control train behaviors, just a bizarre zoning system and stops, really doesn't jive with the rest of the game for me, this i...
by astroshak
Wed Jul 22, 2020 11:15 pm
Forum: Gameplay Help
Topic: Do not understand rail setup
Replies: 22
Views: 683

Re: Do not understand rail setup

I don’t normally advise doing this, but it may help you to go looking online for a set of rail Blueprints, consisting of a Straight Rail, a Tee, a 90 degree turn, a Crossing, a Station Inlet, a Station Outlet, and a Stacker/Parking Lot. Having a set of rail BP’s already figured out lets you avoid th...
by astroshak
Mon Jul 20, 2020 9:40 am
Forum: Gameplay Help
Topic: Nuclear power
Replies: 4
Views: 301

Re: Nuclear power

Some screenshots would help. That said, I’m not familiar with that (I presume its a youtube series) particular reactor setup. However, one thing to bear in mind is that Tank->Tank flow is awful. If you are pushing the steam into one tank, and then pumping it out to the Turbines, that should be fine....
by astroshak
Sun Jul 19, 2020 4:23 am
Forum: General discussion
Topic: A critique of Factorio’s power generation systems
Replies: 42
Views: 3150

Re: A critique of Factorio’s power generation systems

Eh ... dunno about that. If you drive around my town (the suburbs of Tampa, Fl) you’ll see a few places where they have “Large Power Poles” but that most of the power poles are still the “Small” type. Some are being replaced by “Medium” ... this is wholly based upon the apparent materials compositio...
by astroshak
Sat Jul 18, 2020 2:27 pm
Forum: Gameplay Help
Topic: Burner inserters and assembly machine jam
Replies: 12
Views: 421

Re: Burner inserters and assembly machine jam

Could the inserter have been placed before the recipe in the AM1 was set? I’ve seen them try to move stuff in that way before, only to get stuck because the AM recipe was changed, or simply not set to begin with, until after the inserter picked something up.
by astroshak
Fri Jul 17, 2020 9:33 am
Forum: General discussion
Topic: A critique of Factorio’s power generation systems
Replies: 42
Views: 3150

Re: A critique of Factorio’s power generation systems

The reason nuclear seems so much easier to get up and running is how easy it is to find good, working blueprints online to just plop down. If you try to design one yourself, its not that hard (its not really hard to design anything in Factorio until you start delving deeper into the circuit network ...
by astroshak
Fri Jul 03, 2020 1:21 pm
Forum: Gameplay Help
Topic: Biters expand but don't attack when fired on by artillery
Replies: 2
Views: 254

Re: Biters expand but don't attack when fired on by artillery

Once an expansion pack has found a spot they want to establish a new base at, the sit there and take a little bit of time to change into the spawners. During that time, they are not yet targets of opportunity for the autonomous mode artillery. But, when you target them manually, they are no longer m...
by astroshak
Wed Jul 01, 2020 7:01 pm
Forum: Gameplay Help
Topic: How do I use control signals to set stack size on an inserter?
Replies: 6
Views: 389

Re: How do I use control signals to set stack size on an inserter?

I can find nothing on this, anywhere. The tutorials don’t mention it, the wiki only says that you can do it. What I’m specifically wanting to do at the moment is change the stack size based on the quantity of items in a box. Thanks! Are you looking to reduce inserter grab amount as the box’ content...
by astroshak
Mon Jun 29, 2020 8:31 pm
Forum: Gameplay Help
Topic: train stackers not recognized by trains
Replies: 11
Views: 522

Re: train stackers not recognized by trains

Two reasons I have stackers : I have multiple trains per station for some stations. Stations for offloading raw materials, such as Iron Ore or Copper Ore, I tend to have at least two trains serving them, more if needed. This way I have at least one train waiting to offload as soon as the offloading ...
by astroshak
Mon Jun 22, 2020 7:57 pm
Forum: Gameplay Help
Topic: [0.17.79-0] Fueled Inserters stop working
Replies: 6
Views: 305

Re: [0.17.79-0] Fueled Inserters stop working

A yellow belt of Coal can fuel 33 or 34 Boilers. A Red Belt of Coal can feed 66 or 67 Boilers. Ok, probably slightly less, due to the Burner Inserters wanting their occasional due. Solid Fuel can feed 100 Boilers on a Yellow Belt. If I’m still moving Coal for burning (I find it more economical to Li...
by astroshak
Mon Jun 22, 2020 7:51 pm
Forum: Gameplay Help
Topic: train stackers not recognized by trains
Replies: 11
Views: 522

Re: train stackers not recognized by trains

You need a stacker when you are leaving the stations always on. IF and ONLY IF you are disabling ALL the stations then you can forego the stacker. If all the stations are turned off, no train will try to go there. In your SS, if at least one of those stations is always on, then trains will move into...
by astroshak
Mon Jun 22, 2020 9:24 am
Forum: Gameplay Help
Topic: train stackers not recognized by trains
Replies: 11
Views: 522

Re: train stackers not recognized by trains

When all stations on a train’s schedule are disabled, the train skips that station. I personally tend to use that for loading stations, I will disable a loading station if there is insufficient material to fully load a train. If you are turning stations off when there is a train present, then you do...
by astroshak
Fri Jun 12, 2020 9:56 am
Forum: Gameplay Help
Topic: [0.18.31] biter nests not showing up on map
Replies: 3
Views: 179

Re: [0.18.31] biter nests not showing up on map

What the above two posters describe is called the Fog of War. Simply put, you do not have real time, fully-up-to-date information on the map. Radars have two ranges, a Visibility range that they reveal full time, and a Scanning range, which they reveal one chunk at a time but do not continuously sca...
by astroshak
Tue Jun 09, 2020 5:46 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1188
Views: 162246

Re: Simple Questions and Short Answers

Flying Robot Frame is a 20 second craft. AM3 is speed 1.25, meaning it takes 16 seconds to make one. Two AM3’s will make 1 FRF every 8 seconds (technically, 2 every 16 seconds). Each FRF takes 2 Batteries. Since Battery is a 4 second craft, in theory, you should get by with 1 Battery maker for two F...
by astroshak
Mon Jun 08, 2020 11:23 pm
Forum: Gameplay Help
Topic: Laser turrets consuming far more power than expected
Replies: 9
Views: 433

Re: Laser turrets consuming far more power than expected

Apart from that, placing 20 beacons into that network (laser turrets not firing), which consume exactly 9.6 MW, makes the satisfaction display 9.6 MW / 49.1 MW . It would be interesting to know, how those 49 MW are calculated. If charging the accumulators is included in the satisfaction, it still s...
by astroshak
Mon Jun 08, 2020 9:32 am
Forum: General discussion
Topic: Give Up???
Replies: 7
Views: 759

Re: Give Up???

Hi, I just started playing factorio, and I am around 15 hours in my first run but I feel so frustrated that I am always running low in basic supplies and my factorio is somewhat efficient but I always need to be there to take the extra materials from the belts. (With the time I know that I will get...
by astroshak
Sun Jun 07, 2020 11:39 pm
Forum: Off topic
Topic: Songs to Factorioize by
Replies: 39
Views: 23457

Re: What music do you like to listen to while playing Factorio?

I tend to listen to the soundtrack from the game.

If I’m listening to anything else, its the radio. Q105 from Tampa, Fl. Gotta love their Saturday Night Dance Party!
by astroshak
Sat Jun 06, 2020 11:23 pm
Forum: Gameplay Help
Topic: multiple stations same name _ make trains to go all stations
Replies: 11
Views: 481

Re: multiple stations same name _ make trains to go all stations

The key to having multiple Iron Mine stations, and one (or a couple all at the same location) Iron Smelting station is to make sure of a couple of things. One, that your stackers at all your stations have enough bays for all your trains. Two, if you are disabling Iron Mine stations, that you always...

Go to advanced search