Search found 666 matches
- Mon Mar 06, 2023 10:27 am
- Forum: Energy Production
- Topic: 2x6 tileable Nuclear Reactor 1.76 GW
- Replies: 9
- Views: 4776
Re: 2x6 tileable Nuclear Reactor 1.76 GW
Full 2x6 reactor version 2: 0eNrc3c+OXEeW5/lX4XDTixETfv6aWaI3DTR617sCZjGdEEJkSAoUFcEOBlWlLuQ79TPMk407yWS4SDe387XshaBFVUHF4I/m95ofv+FmHzv/8fKHtx9u3z3e3T+9/Ot/vHxz+/714927p7uH+5d/ffkvd29vb354e/tC/z1f3H94ffyvxxePtzevnx4eX/x4d/v2zYvXN+8+/sTDjy/ePT68+fD67v6nF9Ly8OK//z8v3j382+3jX1789w/vn178cPvi3dub17dvXjz...
- Mon Mar 06, 2023 10:26 am
- Forum: Energy Production
- Topic: 2x6 tileable Nuclear Reactor 1.76 GW
- Replies: 9
- Views: 4776
Re: 2x6 tileable Nuclear Reactor 1.76 GW
Updated the OP. Please try again. Was broken for me as well. Strange thing, there was the same defect due to some Chrome extensíon of mine I saw months ago, and I thought I tested every posted blueprint to avoid exactly this. By the way, I worked on this setup and made a few improvements. Mostly, it...
- Sat Feb 25, 2023 1:40 pm
- Forum: Gameplay Help
- Topic: Why train chooses long distance?
- Replies: 7
- Views: 1170
Re: Why train chooses long distance?
The way through the roundabout isn't longer. Count the tracks: it's the same amount of rail pieces. At least if I count them with the blueprint I use for this type of intersection: 1.png By the way, you might notice I use less signals and less blocks. It's still sufficient. More signals and smaller ...
- Wed Feb 22, 2023 10:38 am
- Forum: Gameplay Help
- Topic: Train Signal: to chain or not to chain
- Replies: 7
- Views: 1093
Re: Train Signal: to chain or not to chain
Unfortunately, it's a bit difficult to see 2) in the regular game. To inspect things, create a sandbox game and switch to the map editor (use /editor). In map editor mode, you can pause processing, or decelerate tick processing and even single step through every game tick, so you can freeze and thor...
- Wed Feb 22, 2023 10:06 am
- Forum: Gameplay Help
- Topic: Train Signal: to chain or not to chain
- Replies: 7
- Views: 1093
Re: Train Signal: to chain or not to chain
So I guess there's nothing that I can do if a train starts crossing from the top to "e" and while it is doing it a train comes from "f to e" and makes the vertical train stop in the middle of the intersection thus blocking "c to d". The vertical train stop in the middl...
- Tue Feb 21, 2023 8:50 pm
- Forum: Gameplay Help
- Topic: Tried and tested *input* belt balancers
- Replies: 24
- Views: 3495
Re: Tried and tested *input* belt balancers
For example, for a wagon of 2000 ore and four stack inserters with stack size 12, after 31 swings, 32 ore will remain in the wagon, so two inserters will take 12 each, one inserter will take eight, and one will get none. The same inserters will do the same thing with the next train, and the next, ....
- Tue Feb 21, 2023 1:25 pm
- Forum: Gameplay Help
- Topic: Tried and tested *input* belt balancers
- Replies: 24
- Views: 3495
Re: Tried and tested *input* belt balancers
Just using a 4to4 lane balancer doesn't completely ensure chests are unloaded equally. It also depends on how items are pulled from the chests. If there is just one inserter pulling from one chest feeding one lane, all is fine. Put a lane balancer behind and everything is pulled equally. But if you ...
- Thu Feb 16, 2023 4:48 pm
- Forum: Gameplay Help
- Topic: Assemblers and logistic chests
- Replies: 2
- Views: 734
Re: Assemblers and logistic chests
In general, your understanding is correct. I'd try to give a more practical explanation: use regular chests if bots aren't supposed to deal with the content, neither with filling nor with fetching use requester chests at the input side of an inserter to supply that inserter with an item, which is th...
- Wed Feb 15, 2023 1:20 pm
- Forum: General discussion
- Topic: Bus/Rail oil products
- Replies: 16
- Views: 4147
Re: Bus/Rail oil products
I'd like to talk about my designs to perhaps bring another perspective into the discussion. I created 4 different oil processing production lines to support my 5k SPM megabase, currently in development in a sandbox. It's somewhat coincidence the ratios and belt capacity seem like tailored to exactly...
- Sat Feb 11, 2023 11:18 pm
- Forum: Gameplay Help
- Topic: need help with heat pipe layout, pls
- Replies: 6
- Views: 1874
Re: need help with heat pipe layout, pls
Your setup wastes possible neighborhood bonus for many reactors. The optimal reactor setup is a long row of double reactors. Such a row provides every reactor except the 4 reactors at the two ends with 3 sides of neighborhood bonus, and the 4 reactors with 2 sides of neighborhood bonus, so for n rea...
- Sat Feb 11, 2023 6:09 pm
- Forum: General discussion
- Topic: Factoriobin
- Replies: 7
- Views: 1727
Re: Factoriobin
All these blueprints work for me on Factoriobin. I recommend you research why your browser doesn't work. Although it is a server error, it's probably something on your side, since there are no reports from other people that it doesn't work for them either. I'm using Chrome. With Firefox, it works as...
- Sat Feb 11, 2023 1:05 pm
- Forum: General discussion
- Topic: Factoriobin
- Replies: 7
- Views: 1727
Re: Factoriobin
Factoriobin works for me just right now, for example this: https://factoriobin.com/post/Y5h0w60K
- Wed Feb 01, 2023 8:45 pm
- Forum: Technical Help
- Topic: [1.1.74] Screen flickering with 144 Hz FreeSync monitor
- Replies: 5
- Views: 2665
Re: [1.1.74] Screen flickering with 144 Hz FreeSync monitor
Works for me without flickering. - 120 Hz monitor with Freesync 2, the model not officially supported as gsync-compatible by Nvidia, but works - GTX 1070 Playing Factorio windowed, it inherits the desktop fps, no matter if it focused or not: 120 Hz, very constant according to the monitor UI Playing ...
- Thu Jan 26, 2023 9:39 am
- Forum: Technical Help
- Topic: factorio on Microsoft Surface tablet with windows 11?
- Replies: 3
- Views: 765
Re: factorio on Microsoft Surface tablet with windows 11?
A suggestion (although you seem to have done things differently): Create a new Windows account on your gaming PC and install Factorio from *.zip or from Steam. This way both Factorio saves and configuration reside on the same computer, but in different Windows user profiles. In case you used Steam a...
- Mon Jan 23, 2023 9:52 pm
- Forum: Technical Help
- Topic: Recover Blueprints from v1.0.0 (says: v0.15!) to v1.1
- Replies: 3
- Views: 573
Re: Recover Blueprints from v1.0.0 (says: v0.15!) to v1.1
You have 2 storages for blueprints. One is global ("My Blueprints" category) and one is save-specific ("Game Blueprints" category). Seems a valid way to move all blueprints from "My Blueprints" to "Game Blueprints", then upgrade the save, then move the bluepri...
- Sat Jan 21, 2023 7:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.76] Crash on saving: "Trying to save item stack with non zero itemID and zero count"
- Replies: 15
- Views: 3054
Re: [1.1.76] Crash on saving: "Trying to save item stack with non zero itemID and zero count"
The video is private. Please set it to unlisted to make it available for everyone but not appear in searches.
- Sat Jan 21, 2023 6:17 pm
- Forum: Technical Help
- Topic: PC specs for large bases
- Replies: 4
- Views: 1121
Re: PC specs for large bases
I'm currently building a 5k spm megabase in my sandbox environment, and it's about to start to scratch the 60 UPS limit with everything in place except mines (the mines are currently just infinity chests for ore). Currently, max is 68 UPS in editor mode, so I guess I can build some but not all mines...
- Sat Jan 21, 2023 2:51 pm
- Forum: Gameplay Help
- Topic: Bad balancer
- Replies: 8
- Views: 1530
Re: Bad balancer
It seems you're missing a small but important thing about balancers. They can be input balanced, and they can be output balanced. An output balanced balancer tries to fully satisfy its output, no matter unevenly pulling from the input. An input balanced balancer pulls equally from all input, and if ...
- Tue Jan 17, 2023 9:02 pm
- Forum: Gameplay Help
- Topic: Trains get stuck with "destination full" message
- Replies: 15
- Views: 2939
Re: Trains get stuck with "destination full" message
There are no circuit to deactivate station. My stations can only be deactivated if its content is "more then NN", but this can only happen when train is there and station is not acceptable anyway. Now, is there or is there not some circuit that will deactivate a station? A plain wire is a...
- Tue Jan 17, 2023 7:54 pm
- Forum: Gameplay Help
- Topic: Train inventory logic
- Replies: 7
- Views: 1272
Re: Train inventory logic
Great that it works. Now that you're in supply stations, next task for you: develop a loading station that dynamically requests items from the logistics network that are missing in the train and doesn't hardcode the chests and inserters with one material.