Search found 82 matches
- Sun Jan 23, 2022 8:41 pm
- Forum: Gameplay Help
- Topic: General Purpose Train Lines for a Megabase
- Replies: 4
- Views: 1241
Re: General Purpose Train Lines for a Megabase
Thanks for your ideas, they were very helpful. :) The rerouting while on travel should be not such a big issue as long as my train network is robust enough I think. Trains should only wait for longer time in stackers close to their actual target station. Or would trains parked in stackers already se...
- Thu Jan 20, 2022 6:07 pm
- Forum: Gameplay Help
- Topic: Our 200-hours-base is overrunned - any ideas?
- Replies: 21
- Views: 5276
Re: Our 200-hours-base is overrunned - any ideas?
As corners are natural weakpoints you might just avoid having them by exploiting lakes. Build straight walls between lakes! Also, if you have a lake you can use landfill to extend your turrets slightly into the lake so that any attack wave coming from the shore of the lake gets under fire from all s...
- Thu Jan 20, 2022 5:47 pm
- Forum: Gameplay Help
- Topic: General Purpose Train Lines for a Megabase
- Replies: 4
- Views: 1241
General Purpose Train Lines for a Megabase
I've already finished three mega bases (the last one was a 2.7k SPM), and was searching for some good ideas for my next attempt. In my last base I used the new train limits to connect my suppliers and requesters - i.e. I had a train line for each good (like iron plates) picking those up whereever th...
- Wed Aug 25, 2021 9:37 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: [1.0] late game beacon&module based 500/min science tight box build
- Replies: 4
- Views: 3766
Re: [1.0] late game beacon&module based 500/min science tight box build
The purple one needs gravel and concrete instead of stone, but then rail production is not nearly sufficient. Maybe receipt changed recently? Purple doesn't need concrete, and I don't know what you mean with gravel. It needs raw stone for rails, and stone bricks for electrical furnaces. This should...
- Tue Aug 24, 2021 1:20 pm
- Forum: Gameplay Help
- Topic: Dark belt magic? Sideloading from two sides working differently?
- Replies: 4
- Views: 1521
Re: Dark belt magic? Sideloading from two sides working differently?
Thanks for the reply. It's nice to understand the deeper mechanics in here.
Well, it's not really an issue as I'm overproducing by a safe margin. And in doubt I can just lengthen the belt and merge them later.

- Tue Aug 24, 2021 12:28 pm
- Forum: Gameplay Help
- Topic: Dark belt magic? Sideloading from two sides working differently?
- Replies: 4
- Views: 1521
Dark belt magic? Sideloading from two sides working differently?
Until now I always thought that if you sideload a belt into another belt which is already fully compressed on that side, that the items on the incoming belt will wait. But now I saw a different behaviour. I designed a production line for a full blue belt of green science. According to my math, I nee...
- Sun Aug 15, 2021 1:53 pm
- Forum: General discussion
- Topic: Megabase ideas
- Replies: 10
- Views: 3420
Re: Megabase ideas
I've finished two megabases (1k and 2k SPM), and I'm currently building one aimed for 2.7 SPM. And for none of those three I had a massive blueprint ready for the whole base. I have a library of blueprints of certain production lines (like a row of beaconized furnaces), which I used in the past and ...
- Sun Aug 08, 2021 9:57 pm
- Forum: General discussion
- Topic: Megabase ideas
- Replies: 10
- Views: 3420
Re: Megabase ideas
The question is how you want to build your mega base. Perhaps change the playstyle for something new. Did you just continuesly expand whatever you have as a shortage, slowly growing your base? You might try to do speifically planned approach. Calculate how much of everything you need. Start with bui...
- Sun Jun 20, 2021 7:45 am
- Forum: Gameplay Help
- Topic: 3 tiles tall balancer? xD
- Replies: 5
- Views: 1419
Re: 3 tiles tall balancer? xD
First at all - the balancer looks absolutely fine to me. To make it more compact, you could move the splitter at the right directly behind the corner, and use an underground belt to connect it to middle splitter. This would give you the room to move the splitter on your left side together with all t...
- Fri Jun 18, 2021 5:45 pm
- Forum: News
- Topic: Friday Facts #366 - The only way to go fast, is to go well!
- Replies: 100
- Views: 56895
Re: Friday Facts #366 - The only way to go fast, is to go well!
Wube's handling of quality is definitly outside of the norm compared to other game developers. I always was amazed what kind of bugs were solved which 99.9% of the players will not even notice. But this helps to keep out follow up bugs. I wonder about Kovarex's background: This seems to be quite unt...
- Thu Jun 17, 2021 9:24 pm
- Forum: Combinator Creations
- Topic: Distributed Bitwise R/S-Latch for a Recycling Train
- Replies: 0
- Views: 966
Distributed Bitwise R/S-Latch for a Recycling Train
For my new, large base consisting out of lots of seperate logistic networks I wanted to make sure that any "junk" is recycled properly by sending it to a part where it is either produced (and therefor distributed again) or consumed. As I have connected all my different subfactories with re...
- Sun Jun 13, 2021 7:25 pm
- Forum: Energy Production
- Topic: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)
- Replies: 12
- Views: 5177
Re: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)
I also have 2N-design which is easily expandable. It's based on another example I found on this forum, I just simplified it a little bit. You need to build this on a long lake. This design is even more compact and achieves 219 kW/tile. This is possible as the outgoing strips are not as wide as a rea...
- Mon May 17, 2021 9:00 pm
- Forum: General discussion
- Topic: Apple x86 is dead - are there plans for Factorio ARM64?
- Replies: 19
- Views: 8253
Re: Apple x86 is dead - are there plans for Factorio ARM64?
Ehm - compiler standards exist, but believe it or not - these standards do not define everything. Including the size of some standard data types. So there is quite some wiggle room for the implementation of compilers. At work (we develop brake system controllers for cars) we only use explicit data t...
- Sun May 16, 2021 9:00 am
- Forum: Gameplay Help
- Topic: Train crashing
- Replies: 5
- Views: 1422
Re: Train crashing
In general - if you use roundabouts make sure that no train is longer than your roundabout size. Many people warn from using them, although I had never real issues with them. Although I did follow that important rule with the train length limitation. Even if under normal circumstance trains don't re...
- Sun May 16, 2021 8:54 am
- Forum: Gameplay Help
- Topic: Trainlimitation for stations - Priorities
- Replies: 2
- Views: 1046
Trainlimitation for stations - Priorities
For my new base I want to use the trainlimit mechanics. One thing I don't fully comprehend right now are which stations are chosen if there is more than one available. Case 1: There are three stations with the name "Copper - Loading". Let's call them A, B and C. One train wants to move to ...
- Thu May 13, 2021 9:26 am
- Forum: Gameplay Help
- Topic: Noob intro + baffled by Kovarex
- Replies: 35
- Views: 6479
Re: Noob intro + baffled by Kovarex
Kovarex is one of the things where you can build simple things, but also highly optimized. My latest design used some new tricks I learned and is beaconized, tileable, and starts itself while only taking exactly 80 U-235 for its processing per centrifuge. https://i.imgur.com/rjc0zSt.jpg The upper be...
- Tue Nov 10, 2020 10:28 am
- Forum: General discussion
- Topic: UPS - at which base size it starts to become a problem
- Replies: 5
- Views: 2200
UPS - at which base size it starts to become a problem
There are lots of threads about UPS optimizing for mega bases. I wonder at which production level in general the UPS becomes a concern, though. Last year I built a 1k SPM megabase without any real consideration for UPS optimization. It runs fine and doesn't drop below 60 UPS. With 1.0 I started a ne...
- Wed Nov 04, 2020 5:16 pm
- Forum: Gameplay Help
- Topic: stack inserters
- Replies: 7
- Views: 1617
Re: stack inserters
Hm, there's definetly some mod involved in here. Could this be the problem?
- Wed Nov 04, 2020 5:14 pm
- Forum: General discussion
- Topic: 1.35k S/M bases should be more popular
- Replies: 19
- Views: 3422
Re: 1.35k S/M bases should be more popular
I research up to mining productivity 10 (So I get double output), enough weapon upgrades (1 or 2 infinite for bullets makes walls with gun turrets impenetrable and I think I have about 4 for explosions to make clearing by spidertron faster). After that I research follower counts as dummy research b...
- Wed Nov 04, 2020 5:11 pm
- Forum: Combinator Creations
- Topic: Power outage detector
- Replies: 3
- Views: 2817
Re: Power outage detector
Could you build your alarm in an independent electrical network to make sure itβs always powered, then connect the alarm to an accumulator that is connected to the base power? Which is a separate electrical network. No combinators required. Are you telling me my approach is overengineered? :x But y...