Search found 183 matches
- Mon Feb 20, 2017 7:34 pm
- Forum: Gameplay Help
- Topic: make pipes under 50-150 liquid
- Replies: 4
- Views: 1539
Re: make pipes under 50-150 liquid
Hah! Awesome.
- Mon Feb 20, 2017 12:46 pm
- Forum: Gameplay Help
- Topic: Belt help [SOLVED]
- Replies: 5
- Views: 2155
Re: Belt help
Indeed, next time post a daylight picture please. :mrgreen: Nexela is spot on. What ever you are trying to control, it can be done with a simple colored wire. - Start by connecting two belt sections with a colored wire. - Click the belt that you want to read and (1) Check the box 'Reads Belt Content...
- Mon Feb 20, 2017 12:23 pm
- Forum: Gameplay Help
- Topic: make pipes under 50-150 liquid
- Replies: 4
- Views: 1539
Re: make pipes under 50-150 liquid
I'm sorry but the google translation messed up your question. It is not clear what you want to ask. (At least not to me).
Я сожалею, но перевод Google испортил ваш вопрос. Не ясно, что вы хотите спросить. (По крайней мере, не для меня).
Я сожалею, но перевод Google испортил ваш вопрос. Не ясно, что вы хотите спросить. (По крайней мере, не для меня).
- Sun Feb 19, 2017 12:43 pm
- Forum: Gameplay Help
- Topic: Using trains to transport resources that are getting low?
- Replies: 29
- Views: 13658
Re: Using trains to transport resources that are getting low?
If you're still going to have separate train lines for each resource, then you may as well just store them in the station and have the train go retrieve more when its wagon is empty? That is indeed how most people play the game. Especially once production expands and increases, the furnaces keep de...
- Sat Feb 18, 2017 2:17 pm
- Forum: Gameplay Help
- Topic: Need help with a train problem
- Replies: 11
- Views: 3336
Re: Need help with a train problem
No, I agree, I don't see an immediate problem either, but they can hide in corners we know nothing about. What I'm trying to say is that when chain signals look at the signal ahead, they often have to judge multiple and if I'm honest, I don't know the exact mechanics behind that to explain what is g...
- Sat Feb 18, 2017 1:52 pm
- Forum: Gameplay Help
- Topic: Need help with a train problem
- Replies: 11
- Views: 3336
Re: Need help with a train problem
There could be several issues to be honest. One thing that immediately caught my eye was the fact that your 'large block' also includes all the junctions. Keep in mind that when a chain signal has to judge heaps of other signals to make its decision, things get complicated real fast. Your trains mig...
- Sat Feb 18, 2017 1:28 pm
- Forum: Gameplay Help
- Topic: Need help with a train problem
- Replies: 11
- Views: 3336
Re: Need help with a train problem
Does it happen repeatedly? Because if it doesn't, this could just be a coincidence triggered by something as small as replacing a signal or adding/removing a piece of track somewhere.
- Sat Feb 18, 2017 1:16 pm
- Forum: Gameplay Help
- Topic: Need help with a train problem
- Replies: 11
- Views: 3336
Re: Need help with a train problem
As far as I can tell, the train with the logs caused the collision and, if I'm correct, that train came from the bottom track, the one track without a signal leading on to the junction area. My guess is that when you add a signal to that track (just like with the rails directly above it), your probl...
- Sat Feb 18, 2017 12:05 pm
- Forum: Gameplay Help
- Topic: Using trains to transport resources that are getting low?
- Replies: 29
- Views: 13658
Re: Using trains to transport resources that are getting low?
Keep in mind that connecting a roboport to the circuit network requires you to use appropriate chests for storage. Chests that can be read by the logistics network. It could work very well though. It looks like that mod does the things you need, but if you want to do it manually you were definitely ...
- Thu Feb 16, 2017 11:57 am
- Forum: Gameplay Help
- Topic: refinery question
- Replies: 3
- Views: 1045
Re: refinery question
Your refinery probably can not store one of its products. All three types have to have storage space available for the refinery to keep working.
By re-entering the recipe, you're basically emptying the refinery so it will run for a short while again..
By re-entering the recipe, you're basically emptying the refinery so it will run for a short while again..
- Thu Feb 09, 2017 12:43 am
- Forum: Gameplay Help
- Topic: Railway-station names in the preview world map
- Replies: 4
- Views: 1636
Re: Railway-station names in the preview world map
Haha, that's what automation does to a person.OldFritz wrote:Sure, it kinda sounded lazy, but this game just pushes me to get lazier and lazier!
Just imagine the amount of jobs we could have brought to these planets, but noo we had to bring our fancy schmancy robots and machines.
- Thu Feb 09, 2017 12:35 am
- Forum: Gameplay Help
- Topic: Concrete and spawns?
- Replies: 3
- Views: 1697
Re: Concrete and spawns?
If you want to keep a specific area clear, you almost have to wall it off.
A temporary measure is to leave one or more gun turrets at the spot where you cleared a nest. They have a tendency to pick the same spots.
But yea.. gear up and flame them to kingdom come!
A temporary measure is to leave one or more gun turrets at the spot where you cleared a nest. They have a tendency to pick the same spots.
But yea.. gear up and flame them to kingdom come!
- Tue Feb 07, 2017 1:37 pm
- Forum: Gameplay Help
- Topic: Railway-station names in the preview world map
- Replies: 4
- Views: 1636
Re: Railway-station names in the preview world map
Not sure about a mod that does that, but if you just name your stations while you build them, that's not really a tedious task. Renaming stations is mainly a pain in the butt when you didn't bother to do it, and then have to visit each one afterwards to give them a proper name. :shock: Also, naming ...
- Tue Feb 07, 2017 1:14 pm
- Forum: Gameplay Help
- Topic: Concrete and spawns?
- Replies: 3
- Views: 1697
Re: Concrete and spawns?
Yes they can. Their settlements can appear right on top of concrete.
I had the same question a while ago and did some tests which showed that result.
I had the same question a while ago and did some tests which showed that result.
- Fri Feb 03, 2017 7:45 pm
- Forum: Gameplay Help
- Topic: Can anyone help me with my railway, please?
- Replies: 3
- Views: 1485
Re: Can anyone help me with my railway, please?
If I'm not mistaking you are mixing sections of one-way tracks with sections of both-way tracks. That can definitely work, but you will run into more problems with signals than when you would work with double tracks. When looking at your drawing, from my perspective, there are quite a few signals mi...
- Fri Feb 03, 2017 7:11 pm
- Forum: Gameplay Help
- Topic: Who in maximal map size??
- Replies: 9
- Views: 15320
Re: Who in maximal map size??
but the map size in Factorio is unlimited, unless you specify a size.
- Mon Jan 30, 2017 8:38 am
- Forum: Gameplay Help
- Topic: Inserter's not loading off belts to factories
- Replies: 5
- Views: 2274
Re: Inserter's not loading off belts to factories
Yeap, inserters stop adding items when the double amount of what's needed for the production is reached.
(If your production item would need 8 copper plates, the inserter will stop at 16).
(If your production item would need 8 copper plates, the inserter will stop at 16).
- Thu Jan 26, 2017 12:55 am
- Forum: Gameplay Help
- Topic: Circuit Logic over multiple inserters
- Replies: 2
- Views: 1310
Re: Circuit Logic over multiple inserters
So I am trying to wrap my head around the circuit network. (...) A circuit network doesn't necessarily need combinators to work properly, so I'm not sure if you were just looking for a method to supply your outposts, or if you are specifically interested in dealing with combinators.... Personally I...
- Tue Jan 24, 2017 2:22 pm
- Forum: Maps and Scenarios
- Topic: [Scenario] No Belts Challenge.
- Replies: 8
- Views: 8722
Re: [Scenario] No Belts Challenge.
Holy crap man! That's an entire illustrated walk through! Great stuff. You seem to approach this WAY different than I do.Fltwrm wrote:I made it
Looks like I need to step up my game hard and stop messing with just a few machines.. I need fields full of them!
Like that field-o-furnaces! Hah. awesome.
- Mon Jan 23, 2017 11:59 am
- Forum: Maps and Scenarios
- Topic: [Scenario] No Belts Challenge.
- Replies: 8
- Views: 8722
Re: [Scenario] No Belts Challenge.
CHALLENGE ACCEPTED! And here's the zip: Great! Thanks for posting the zip. I'm curious how you guys are doing with this challenge. It got really messy with trains for a while here, but I solved that with some more rails. I'm currently producing materials for the rocket launch, so I'm getting close,...