Search found 183 matches

by LazyLoneLion
Thu Apr 07, 2016 10:30 am
Forum: Ideas and Suggestions
Topic: Footbridge over rails
Replies: 3
Views: 2255

Re: Footbridge over rails

Almost same time and suggestion: viewtopic.php?f=6&t=23249 :)
by LazyLoneLion
Thu Apr 07, 2016 10:27 am
Forum: Gameplay Help
Topic: Simple & easy railways crossing signals placement?
Replies: 3
Views: 1254

Re: Simple & easy railways crossing signals placement?

However the "entire intersection is one block" leads to unneeded delays when trains that take non-intersecting paths both try to use the intersection. Adding extra chain signals to the intersection to split it up will lead to less delays Agree. But as it is it's very simple and working. A...
by LazyLoneLion
Thu Apr 07, 2016 9:13 am
Forum: Gameplay Help
Topic: Simple train issue is boggling me....
Replies: 3
Views: 1488

Re: Simple train issue is boggling me....

herkalurk wrote:
Rockstar04 wrote:NEeds signals on both sides for 2 way travel

Signal Rail Signal

S || S
Didn't realize that, that fixed the train route immediately.....
It wasn't on the wiki until now. Now it is there, so hopefully it will help.
by LazyLoneLion
Thu Apr 07, 2016 9:08 am
Forum: Gameplay Help
Topic: Simple & easy railways crossing signals placement?
Replies: 3
Views: 1254

Simple & easy railways crossing signals placement?

I've seen many discussion on railways signals - how to effectively use them to have non-blocking crossings etc. As I'm quite new to the game, I could make mistakes, but seems like I've created quite a simple principle for newbies to work with crossings or side-lanes. And that principle works with si...
by LazyLoneLion
Thu Apr 07, 2016 6:37 am
Forum: Ideas and Suggestions
Topic: [Trains vs Player] Level crossing and/or boom barrier
Replies: 13
Views: 4711

[Trains vs Player] Level crossing and/or boom barrier

It would be proper to have level crossings. https://upload.wikimedia.org/wikipedia/commons/6/6b/Bourke-Docker_Street_level_crossing.jpg https://en.wikipedia.org/wiki/Level_crossing There is quite a number of train deaths that could be prevented by this simple solution. It could be even "anti-cr...
by LazyLoneLion
Thu Mar 31, 2016 1:58 pm
Forum: Gameplay Help
Topic: Is there any point to sending rockets into space without the
Replies: 3
Views: 1592

Re: Is there any point to sending rockets into space without the

As far as I know nothing useful happens if you send a rocket into space either with satellite or without it. It's just an abstract victory condition.
by LazyLoneLion
Wed Mar 30, 2016 4:25 pm
Forum: Gameplay Help
Topic: Two-directional single track...
Replies: 2
Views: 1055

Re: Two-directional single track...

Thank you.

Now it's on the wiki. :?
by LazyLoneLion
Wed Mar 30, 2016 12:39 pm
Forum: Gameplay Help
Topic: Two-directional single track...
Replies: 2
Views: 1055

Two-directional single track...

Discovered today - correct me if I'm wrong, please. I have built two-directional single track for several trains and several routes. I had some problems with "no path" until have discovered simple (but unobvious!) railway signal rule (trick?): there must always be double-signal on the sing...
by LazyLoneLion
Wed Mar 23, 2016 6:10 pm
Forum: Energy Production
Topic: Minimal Steam Power
Replies: 27
Views: 52502

Re: Minimal Steam Power

90 accumulators are using up their stored energy (hopefully at a rate well less than the max). No hope for that, since we are talking about a case when accumulators became fully discharged. The 10 accumulators are just transferring energy from the steam gens at their max rate (300 kW). That's right...
by LazyLoneLion
Tue Mar 22, 2016 9:39 pm
Forum: Gameplay Help
Topic: What is the night&day duration?
Replies: 4
Views: 2613

Re: What is the night&day duration?

thanx
by LazyLoneLion
Tue Mar 22, 2016 9:37 pm
Forum: Energy Production
Topic: Minimal Steam Power
Replies: 27
Views: 52502

Re: Minimal Steam Power

then after 90 accs have been discharged (out of 100 total) how could ten charged accs power whole factory including defenses? Wont your defenses work 10 times slower (and the whole factory too)?
by LazyLoneLion
Tue Mar 22, 2016 7:59 pm
Forum: Gameplay Help
Topic: What is the night&day duration?
Replies: 4
Views: 2613

What is the night&day duration?

What is the night (and day) duration in seconds? From the electric power graph it seems a night is much shorter than a day, but how long it is?

I'd like to count accumulator capacity for a device running all night, let's say a mining drill (well, few of them) or a radar.
by LazyLoneLion
Tue Mar 22, 2016 7:32 pm
Forum: Energy Production
Topic: Minimal Steam Power
Replies: 27
Views: 52502

Re: Minimal Steam Power

It's still too complex for my 3-years-old brain %) I'll try to explain and you fix my mistakes, if any. There is "main factory" grid - like with production of the bots, batteries, blue science, etc. And there is the "critical grid" -- like with coal mining and defences, isolated ...
by LazyLoneLion
Tue Mar 22, 2016 5:53 pm
Forum: Gameplay Help
Topic: Power consumption?
Replies: 2
Views: 1137

Re: Power consumption?

Thank you for clearing that out.
by LazyLoneLion
Tue Mar 22, 2016 2:52 pm
Forum: Gameplay Help
Topic: Power consumption?
Replies: 2
Views: 1137

Power consumption?

Does inserter consume power if it's connected but stays still?
Does assembling machine consume power if it's not working, like when it has no input materials, for example?
by LazyLoneLion
Mon Mar 21, 2016 1:25 pm
Forum: General discussion
Topic: two belts on one tile width
Replies: 21
Views: 13738

Re: two belts on one tile width

ssilk wrote:Then you don't even have to cross pipes. Much luck in finding working layouts. :)
I suppose, it is totally possible, isn't it?
Like we sure can cross underground and aboveground pipes, can't we?
by LazyLoneLion
Mon Mar 21, 2016 1:11 pm
Forum: Outdated/Not implemented
Topic: Idea: C-belt lane blocker
Replies: 15
Views: 8818

Re: Idea: C-belt lane blocker

You can use side-loading into an underground belt for this task and it will work. Because intake of an underground belt is half below ground, it takes only one lane of side-loaded conveyor. Another lane of that conveyor will be stuck.

https://wiki.factorio.com/index.php?tit ... ound_belts
by LazyLoneLion
Mon Mar 21, 2016 1:03 pm
Forum: Ideas and Suggestions
Topic: Multi-Belt-Inserter
Replies: 4
Views: 6221

Re: Multi-Belt-Inserter

Well, at the moment you can only take from 12 belts on every assembly machine. So, we definitely need such a useful "multi-multi-belt-inserter" :)
12 inserters for one assembly machine.
12 inserters for one assembly machine.
12-belts.JPG (62.63 KiB) Viewed 5370 times
Not to mention the possibility to supply at least 24x48 different items using bots. Because of course bots are not the case.
by LazyLoneLion
Mon Mar 21, 2016 12:37 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Yet another green cells build :)
Replies: 43
Views: 70416

Re: Yet another green cells build :)

In fact, there is enough place to put a two beacons per this design without even reserving additional space: Green2.JPG Every beacon will affect all 5 corresponding assembling machines, and one copper machine will be affected even by two beacons :) But I'm not using modules at the moment. It just do...
by LazyLoneLion
Mon Mar 21, 2016 8:53 am
Forum: Ideas and Suggestions
Topic: Laying long belts easier?
Replies: 1
Views: 642

Laying long belts easier?

It would be convenient if we could press RMB for the starting point of a conveyor belt and release it for the ending point (like with rails in development). Much less of human errors, I suppose. Probably just use "direct path", not avoiding obstacles, maybe with underground belts where nec...

Go to advanced search