It's no mystery that landfill tiles absorb zero pollution. https://wiki.factorio.com/Pollution#De-polluters
However I've encountered some pollution spreading across a landfill island where there is no source. Please refer to the attached image. It's surrounding a location where there is nothing ...
Search found 13 matches
- Sun Feb 16, 2020 4:50 am
- Forum: Pending
- Topic: [0.17.79] Pollution without a source
- Replies: 2
- Views: 1359
- Sun Jan 05, 2020 1:03 am
- Forum: Gameplay Help
- Topic: Can blueprints record exact power cable arrangements?
- Replies: 6
- Views: 2315
Re: Can blueprints record exact power cable arrangements?
They can't in vanilla.
However, if your need is "I want clean grid arrranged wires", there is this mod : https://mods.factorio.com/mod/power-grid-comb
This can help controling where the wires go to shut down more simply a column or a row of machines.
[Edit] Also the link to the related suggestion ...
- Sun Jan 05, 2020 1:01 am
- Forum: Outdated/Not implemented
- Topic: Electric network cable connections saved in the blueprint
- Replies: 47
- Views: 27515
Re: Electric network cable connections saved in the blueprint
+1 vote
I've just been directed to this thread after asking about whether or not blueprints are currently capable of recording copper wire arrangements.
I believe this should DEFINITELY be added as a feature. If the concern is over blueprints becoming "ugly" (as described earlier in the thread ...
I've just been directed to this thread after asking about whether or not blueprints are currently capable of recording copper wire arrangements.
I believe this should DEFINITELY be added as a feature. If the concern is over blueprints becoming "ugly" (as described earlier in the thread ...
- Sat Jan 04, 2020 4:40 am
- Forum: Gameplay Help
- Topic: Can blueprints record exact power cable arrangements?
- Replies: 6
- Views: 2315
Can blueprints record exact power cable arrangements?
I'm trying to create various arrangements that manipulate the flow of power through switches. IE some power poles are intentionally isolated from their neighbours for the purpose of correctly routing the power.
The problem is that the blueprints don't record this specific arrangement of power ...
The problem is that the blueprints don't record this specific arrangement of power ...
- Mon Sep 23, 2019 9:09 pm
- Forum: Gameplay Help
- Topic: Creating a trigger when material ceases running on a belt
- Replies: 21
- Views: 10094
Re: Creating a trigger when material ceases running on a belt
interesting.
I think, that letting the miners back up would be much better.
Pollution seems to be a problem for you, but having 30% more output for the pollution of 4 miners seems very inefficient.
Compared to 3xEff1 miners it gets even worse.
One of your miners produces as much pollution as 17 ...
I think, that letting the miners back up would be much better.
Pollution seems to be a problem for you, but having 30% more output for the pollution of 4 miners seems very inefficient.
Compared to 3xEff1 miners it gets even worse.
One of your miners produces as much pollution as 17 ...
- Mon Sep 23, 2019 11:38 am
- Forum: Gameplay Help
- Topic: Creating a trigger when material ceases running on a belt
- Replies: 21
- Views: 10094
Re: Creating a trigger when material ceases running on a belt
Worked it out. A new combinator is needed in the circuit so that the T counter is interrupted whenever [Everything] != 0 . IE any resource is passing through the belt counter.
0eNrNmV1uozAQx+/iZ6iwgSSNtCv1Dn1bVYiA01gCg4zJNqo4QG+xD3uynmRtSDZfJpnJZrX70gpifoxnPDP/TN7Jomh5rYTUZP5ORFbJhsy ...
0eNrNmV1uozAQx+/iZ6iwgSSNtCv1Dn1bVYiA01gCg4zJNqo4QG+xD3uynmRtSDZfJpnJZrX70gpifoxnPDP/TN7Jomh5rYTUZP5ORFbJhsy ...
- Sun Sep 22, 2019 1:27 am
- Forum: Gameplay Help
- Topic: Creating a trigger when material ceases running on a belt
- Replies: 21
- Views: 10094
Re: Creating a trigger when material ceases running on a belt
This approach has worked very well, but with one drawback: the decider combinator has to be set to whatever ore type is being mined. If it's not the ore in the blueprint then I need to wait for the bots to place the combinator before I can change it. That gets tiresome after a while.
You could ...
- Sat Sep 21, 2019 8:40 pm
- Forum: Gameplay Help
- Topic: Creating a trigger when material ceases running on a belt
- Replies: 21
- Views: 10094
Re: Creating a trigger when material ceases running on a belt
This approach has worked very well, but with one drawback: the decider combinator has to be set to whatever ore type is being mined. If it's not the ore in the blueprint then I need to wait for the bots to place the combinator before I can change it. That gets tiresome after a while.
Is there a way ...
Is there a way ...
- Sun Jul 29, 2018 2:03 am
- Forum: Ideas and Suggestions
- Topic: Feature: Place trains on track with automation
- Replies: 5
- Views: 2752
Re: Feature: Place trains on track with automation
This sounds ideal, plus I'd also like to see trains replaced if they are attacked & destroyed.
- Fri Jul 27, 2018 11:14 am
- Forum: Ideas and Suggestions
- Topic: Non-Player Characters
- Replies: 0
- Views: 871
Non-Player Characters
I very much enjoyed Factorio's introductory campaign. Not only did it work well as a tutorial, but the story was engaging as well and made you feel in touch with the world of the player.
Something I expected, that never materialised, were Non-Player Characters. Partway into the early campaign ...
Something I expected, that never materialised, were Non-Player Characters. Partway into the early campaign ...
- Mon Jul 23, 2018 11:46 am
- Forum: Gameplay Help
- Topic: Creating a trigger when material ceases running on a belt
- Replies: 21
- Views: 10094
Re: Creating a trigger when material ceases running on a belt
Tried that in the past but still killed off trees and aggro'ed the locals.mrvn wrote:Why not cover the whole ore patch but only use a yellow belt? Then only a few miners work at any time.
- Mon Jul 23, 2018 11:31 am
- Forum: Gameplay Help
- Topic: Creating a trigger when material ceases running on a belt
- Replies: 21
- Views: 10094
Re: Creating a trigger when material ceases running on a belt
Not in a position to give you a blueprint just now, but:
Two decider combinators, one constant combinator.
Constant: T = 1
Decider 1: If [iron, copper, whatever] = 0, output T (input count)
Decider 2: If T > 60, output Red (1)
Wire a belt (read input, hold) to Decider 1's input with green wire ...
Two decider combinators, one constant combinator.
Constant: T = 1
Decider 1: If [iron, copper, whatever] = 0, output T (input count)
Decider 2: If T > 60, output Red (1)
Wire a belt (read input, hold) to Decider 1's input with green wire ...
- Sun Jul 22, 2018 8:11 am
- Forum: Gameplay Help
- Topic: Creating a trigger when material ceases running on a belt
- Replies: 21
- Views: 10094
Creating a trigger when material ceases running on a belt
Hi!
(First post)
I've been trying to find a forum thread that explains belt counters in detail. I want to create a trigger for when the flow of materials on a belt completely ceases (the primary reason being to alert me when mines run out). The nearest I've come to a solution in the image below ...
(First post)
I've been trying to find a forum thread that explains belt counters in detail. I want to create a trigger for when the flow of materials on a belt completely ceases (the primary reason being to alert me when mines run out). The nearest I've come to a solution in the image below ...