Search found 183 matches
- 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
- 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...
- 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....
It wasn't on the wiki until now. Now it is there, so hopefully it will help.herkalurk wrote:Didn't realize that, that fixed the train route immediately.....Rockstar04 wrote:NEeds signals on both sides for 2 way travel
Signal Rail Signal
S || S
- 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...
- 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...
- 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.
- 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.
Now it's on the wiki.
- 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...
- 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...
- Tue Mar 22, 2016 9:39 pm
- Forum: Gameplay Help
- Topic: What is the night&day duration?
- Replies: 4
- Views: 2613
- 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)?
- 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.
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.
- 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 ...
- 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.
- 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?
Does assembling machine consume power if it's not working, like when it has no input materials, for example?
- 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
I suppose, it is totally possible, isn't it?ssilk wrote:Then you don't even have to cross pipes. Much luck in finding working layouts.
Like we sure can cross underground and aboveground pipes, can't we?
- 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
https://wiki.factorio.com/index.php?tit ... ound_belts
- 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"
Not to mention the possibility to supply at least 24x48 different items using bots. Because of course bots are not the case.- 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...
- 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...