Search found 479 matches

by astroshak
Wed Oct 20, 2021 1:19 am
Forum: General discussion
Topic: HDR
Replies: 7
Views: 458

Re: HDR

HDR also increases the color range, it is a significant improvement to the amount of colors capable of being displayed, a much larger portion of the colors discernible by eye. I do not believe that that particular aspect would benefit Factorio however. Nor do I believe that the contrast enhancement ...
by astroshak
Tue Oct 19, 2021 1:39 pm
Forum: Gameplay Help
Topic: Inserter passing
Replies: 6
Views: 202

Re: Inserter passing

Put the item onto an underground belt that passes under the rail for the other inserter to pick up. Has more of a buffer than inserter space inserter space inserter spacing, but gets across rails.
by astroshak
Tue Oct 12, 2021 3:28 am
Forum: Gameplay Help
Topic: Automatic building and protecting from deconstruction
Replies: 2
Views: 251

Re: Automatic building and protecting from deconstruction

Honestly, I just do it the slow and personal way. I load my Power Armor Mk.II up with a couple ports, a couple fusion reactors, and a lot of exoskeletons. Load my inventory with the Rails, signals, large power poles that my Rail BP’s are made from, and run out letting the bots build it. The alternat...
by astroshak
Sat Oct 09, 2021 4:56 pm
Forum: Gameplay Help
Topic: Help needed regarding bus lanes
Replies: 12
Views: 429

Re: Help needed regarding bus lanes

That’s generally why the mall is one of the first things on my bus (after the smelters, and the GC, though GC could be put after the mall). Ore comes in, gets smelted, and then the plate goes to the mall first (GC has dedicated smelters, though the plate gets put on the bus its only for a short dist...
by astroshak
Sat Oct 09, 2021 4:52 pm
Forum: General discussion
Topic: The numbers on fluids
Replies: 15
Views: 1650

Re: The numbers on fluids

I want to say that Pump->Pipe-to-Ground (down)->Pipe-to-Ground (up)->Pump is equivalent to Pump->2 Pipes->Pump. This limits the flow to 3000/sec. There is a throughput faq (whenever I want to see it I just pop into the factorio discord) that is very handy when it comes to determining just how many p...
by astroshak
Sat Oct 09, 2021 4:36 am
Forum: Gameplay Help
Topic: Help needed regarding bus lanes
Replies: 12
Views: 429

Re: Help needed regarding bus lanes

IMO, Gears are not really worth putting on the bus, as their main use is in the Mall (and Combat Minimall, if that stuff is not rolled into your main Mall), and to a minor degree in several Sciences (Red, Green, Blue, Yellow). For a decent 10:12:10:24:14:14 (Red, Green, Grey, Blue, Yellow, Purple sc...
by astroshak
Fri Oct 08, 2021 1:34 am
Forum: Gameplay Help
Topic: Help needed regarding bus lanes
Replies: 12
Views: 429

Re: Help needed regarding bus lanes

It might make the bus a bit longer, but … only build on one side of it. Building on both sides is both a newbie mistake and a deliberate move by someone very familiar with how much material they need to send down the bus. You’ll want 4 (or more) belts of Iron Plate, 4 (or more) belts of Copper Plate...
by astroshak
Wed Oct 06, 2021 9:06 pm
Forum: Gameplay Help
Topic: Circuits with TrainsStops, how to do pause only when red signal is present and = 1
Replies: 19
Views: 454

Re: Circuits with TrainsStops, how to do pause only when red signal is present and = 1

As far as I know, a 0 signal is the same in Factorio as a “null” signal. That is, if there is a CC that has Red = 1 and you have something else that outputs to that wire a Red = -1, then the two would cancel out and there would no longer be any Red signal. Its not a case of Red = 0, as that implies ...
by astroshak
Wed Oct 06, 2021 4:05 pm
Forum: General discussion
Topic: The numbers on fluids
Replies: 15
Views: 1650

Re: The numbers on fluids

Typically, when steam is being used as the energy transfer medium, the entire process is done near some kind of heat sink, typically water (a lake, river, or the ocean). The feed water is boiled to a high pressure (allows the steam to be hotter, meaning it carries more energy) and then pulled across...
by astroshak
Tue Oct 05, 2021 8:56 pm
Forum: Gameplay Help
Topic: How to use the train limit with double headed trains/stations
Replies: 36
Views: 880

Re: How to use the train limit with double headed trains/stations

I don’t think that you can have one train count towards the limit of two different train stops. Maybe if you could read the Incoming Train value assigned to a stop and subtract that from the other train stop, but I don’t think that this is possible (not in Vanilla, and I’ve not explored enough rail ...
by astroshak
Tue Oct 05, 2021 2:30 pm
Forum: Gameplay Help
Topic: Heavy construction bot losses
Replies: 4
Views: 285

Re: Heavy construction bot losses

There is also a Fire-Proof Bots mod.

I question though, what are your bots trying to repair/replace while the flamers are active? Land mines?
by astroshak
Tue Oct 05, 2021 2:27 pm
Forum: General discussion
Topic: Anyone standardizing on very long trains?
Replies: 38
Views: 3636

Re: Anyone standardizing on very long trains?

Usually I put the inserters on the same side of the track that the signals would be on, but if you are careful you would put a bunch of Rail Signals in between cargo wagon spaces on the rail, allowing for the next train to move up sooner when the old one is leaving. Not sure it is worthwhile, have n...
by astroshak
Mon Oct 04, 2021 10:11 pm
Forum: General discussion
Topic: Anyone standardizing on very long trains?
Replies: 38
Views: 3636

Re: Anyone standardizing on very long trains?

A small (to start) stacker is not a bad thing. Is it better to have the ore waiting at a loading station? Or is it better to have the ore already loaded on a train waiting for a spot to unload? I prefer both. As distance between ore patch and factory increases (either between ore patch and smelter, ...
by astroshak
Thu Sep 30, 2021 4:58 pm
Forum: Gameplay Help
Topic: Nuclear plant brownouts after working fine for weeks
Replies: 20
Views: 751

Re: Nuclear plant brownouts after working fine for weeks

Artillery Wagons will fire if the train is in manual or stopped at a station while in automatic. They will not fire if the train is in automatic but the train is stopped outside of a station, such as for a red signal or waiting at a temporary stop, or “no path” or “destination full” warnings are fly...
by astroshak
Wed Sep 29, 2021 9:04 pm
Forum: Gameplay Help
Topic: Nuclear plant brownouts after working fine for weeks
Replies: 20
Views: 751

Re: Nuclear plant brownouts after working fine for weeks

8 reactors in a 2x4 setup only generates 1120 MW of power. That calls for 112 steam turbines, which need 60 steam/sec each. That means 65 and roughly a quarter heat exchangers, round up to 66. 6 or 7 offshore pumps. I think you mixed up heat exchanger (10MW) and steam turbine powers (5.82MW). A 2x4...
by astroshak
Wed Sep 29, 2021 2:11 pm
Forum: Gameplay Help
Topic: Nuclear plant brownouts after working fine for weeks
Replies: 20
Views: 751

Re: Nuclear plant brownouts after working fine for weeks

One thing to also bear in mind is the increased power draw in machinery affected by modules, whether from insertion or via beacon. 8 reactors in a 2x4 setup only generates 1120 MW of power. That calls for 112 steam turbines, which need 60 steam/sec each. That means 65 and roughly a quarter heat exch...
by astroshak
Sat Sep 25, 2021 2:22 pm
Forum: Gameplay Help
Topic: My desperate attempts to clear land
Replies: 9
Views: 454

Re: My desperate attempts to clear land

My Rail BP’s are based on the distance between Large Power Poles, so I bring electrical power with me when I go extend my rail network somewhere. Its a lot simpler than trying to train in temporary Steam to power the Lasers.
by astroshak
Sat Sep 25, 2021 12:23 am
Forum: Gameplay Help
Topic: "No Path" to station (circuit train limit)
Replies: 5
Views: 240

Re: "No Path" to station (circuit train limit)

If the stations all have a limit of 0 and a train wants to go to one, then the floating message you get at the train is “Destination Full”. “No Path” means you are either missing a segment of track somewhere, or more likely, you have signaling issues somewhere. You should be able to determine which ...
by astroshak
Thu Sep 23, 2021 9:05 pm
Forum: Gameplay Help
Topic: My desperate attempts to clear land
Replies: 9
Views: 454

Re: My desperate attempts to clear land

I designed a little fortification that is designed to be placed at a Tee type of stub off of my main rail lines. It consists of walls all around it, a bunch of lasers, some Artillery, etc. It is designed to be visited every so often, as the artillery shells or consumption of other replacement items ...
by astroshak
Wed Sep 22, 2021 3:44 am
Forum: Gameplay Help
Topic: Are production ratios changed by modules and why?
Replies: 8
Views: 456

Re: Are production ratios changed by modules and why?

That principle was illustrated with the increased number of chem plants needed for cracking, when comparing no beacons/modules to with beacons/modules.

There’s a reason you can almost get by with 1:1 instead of 3:2 when making green circuits once you start working modules into the mix.

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