Search found 460 matches

by Mr. Tact
Fri Jan 25, 2019 5:08 pm
Forum: Gameplay Help
Topic: Map generation cu vs fe
Replies: 16
Views: 4726

Re: Map generation cu vs fe

Ah fair enough for much larger bases. I perhaps incorrectly seem to see mixed patches as a problem earlier in the game or for smaller bases, and less so with bigger/mega-bases. I suppose in the latter case I've assumed that patches would be more selectively chosen for harvesting. Shows what I know ...
by Mr. Tact
Fri Jan 25, 2019 3:19 am
Forum: Gameplay Help
Topic: Map generation cu vs fe
Replies: 16
Views: 4726

Re: Map generation cu vs fe

Uh, no -- I can't. I am well past the point of belting or botting ore to my base. Hell, some of my ore trains take over a minute one way (on nuclear fuel) to reach the ore mining location.
by Mr. Tact
Thu Jan 24, 2019 8:38 pm
Forum: Gameplay Help
Topic: Map generation cu vs fe
Replies: 16
Views: 4726

Re: Map generation cu vs fe

invisus wrote:
Thu Jan 24, 2019 7:49 pm
Splitter filters have been all I've needed or wanted to handle mixed ore patches.
Meh. Yeah, that works -- I have even done it. But then you have to store the ore, so much easier to just get rid of it.
by Mr. Tact
Thu Jan 24, 2019 6:20 pm
Forum: Gameplay Help
Topic: Map generation cu vs fe
Replies: 16
Views: 4726

Re: Map generation cu vs fe

billbo99 wrote:
Thu Jan 24, 2019 1:08 pm
The mod PickerExtened, has a tool that allows you to delete ore patches if that would help your OCD.
Or just use Ore Eraser -- also handy for when you want to mine an ore field which is butted up against another type of ore...
by Mr. Tact
Wed Jan 23, 2019 2:31 pm
Forum: Gameplay Help
Topic: Tank Ins and Outs -- Is there a better way?
Replies: 5
Views: 1480

Re: Tank Ins and Outs -- Is there a better way?

Oh, I was aware my previous installation was less than ideal. And I knew the tank to tank transfer was not great -- hence why there was a 7-8k difference as I indicated. But it did get the job done. It kind of just built up that way. It started as just four tanks, but grew as I needed more inputs an...
by Mr. Tact
Wed Jan 23, 2019 3:56 am
Forum: Gameplay Help
Topic: Tank Ins and Outs -- Is there a better way?
Replies: 5
Views: 1480

Re: Tank Ins and Outs -- Is there a better way?

Cool, thanks. That idea was sufficient cause to go ahead with a rebuild/reconfiguration of my oil production. :mrgreen:
by Mr. Tact
Tue Jan 22, 2019 6:05 pm
Forum: Gameplay Help
Topic: Tank Ins and Outs -- Is there a better way?
Replies: 5
Views: 1480

Tank Ins and Outs -- Is there a better way?

Here is a screenshot of my Petroleum gas storage with nine inputs and five outputs: ng in-out 2.jpg It works well enough. Although the volume in the tanks with outputs tend to be 7-8k less than the ones with inputs. It just strikes me that there must be a better way, but I'll be damned if I can figu...
by Mr. Tact
Fri Jan 18, 2019 6:57 pm
Forum: Gameplay Help
Topic: Use storage chests before passive provider chests
Replies: 3
Views: 2145

Re: Use storage chests before passive provider chests

Yeah, it does work that way. If you aren't seeing that behavior you might have separate zones.
by Mr. Tact
Thu Jan 17, 2019 1:47 am
Forum: Gameplay Help
Topic: New disabled player - difficulty using keys to move
Replies: 21
Views: 8902

Re: New disabled player - difficulty using keys to move

LocknRol wrote:
Wed Jan 16, 2019 7:36 pm
Got it! I ****ing got it:

https://www.reddit.com/r/factorio/comme ... ey_script/
Cool. Auto Hot Key has fixed a lot of things.
by Mr. Tact
Tue Jan 15, 2019 3:06 am
Forum: Gameplay Help
Topic: New disabled player - difficulty using keys to move
Replies: 21
Views: 8902

Re: New disabled player - difficulty using keys to move

A quick Google found this:

https://github.com/mirkow/factoriomousecontrol

I make no claims to how well, or if it even works.
by Mr. Tact
Thu Jan 10, 2019 9:24 pm
Forum: Gameplay Help
Topic: Circle Intersection
Replies: 15
Views: 10531

Re: Circle Intersection

Actually, thinking about it some more, based on what you said... shouldn't the signals next to the green Ts I've inserted also be changed to regular instead of chain signals? "no chain signals for merging" ... So, basically -- the only time you want a chain signal is when you are crossing ...
by Mr. Tact
Thu Jan 10, 2019 8:58 pm
Forum: Gameplay Help
Topic: Circle Intersection
Replies: 15
Views: 10531

Re: Circle Intersection

Ah, okay. Cool. Thanks.
by Mr. Tact
Thu Jan 10, 2019 7:21 pm
Forum: Gameplay Help
Topic: Circle Intersection
Replies: 15
Views: 10531

Re: Circle Intersection

Okay, I just want to make sure I understand this. If you make the signal changes indicated by Loewchen, that makes the T slightly faster why? Fewer recalculations due to fewer chain signals?
by Mr. Tact
Thu Jan 10, 2019 6:30 pm
Forum: Gameplay Help
Topic: Circle Intersection
Replies: 15
Views: 10531

Re: Circle Intersection

Hmm, okay. Guess it is time to do some updates...

And as to whether this T or the circle has a higher throughput? No difference?
by Mr. Tact
Thu Jan 10, 2019 5:30 pm
Forum: Gameplay Help
Topic: Circle Intersection
Replies: 15
Views: 10531

Re: Circle Intersection

Hmm, it is a blueprint I've had a long time. But looking at it with a signal in my hand:

3 way-2.jpg
3 way-2.jpg (386.09 KiB) Viewed 10498 times

All the cross or merge points are separate blocks, isn't that what you want?
by Mr. Tact
Thu Jan 10, 2019 4:35 pm
Forum: Gameplay Help
Topic: Circle Intersection
Replies: 15
Views: 10531

Re: Circle Intersection

4. Twice, in about 250 hours of play, in a high traffic area (15+ trains using one intersection), I managed to deadlock trains in the circle - 4 trains using the circle, and none of them able to exit. I still don't understand why, changing one train to manual and driving it out of the circle cleare...
by Mr. Tact
Thu Jan 10, 2019 4:15 pm
Forum: Gameplay Help
Topic: Circle Intersection
Replies: 15
Views: 10531

Re: Circle Intersection

Loewchen wrote:
Thu Jan 10, 2019 3:07 pm
There is no difference at all. There is no point in splitting this block because no possible train path could occupy only one of the now two blocks.
That's what I was thinking, but I couldn't manage to convince myself I was right. Thanks.
by Mr. Tact
Thu Jan 10, 2019 2:48 pm
Forum: Gameplay Help
Topic: Circle Intersection
Replies: 15
Views: 10531

Circle Intersection

Is there going to be any noticeable difference in the throughput of these intersections?

circle 1.jpg
circle 1.jpg (92 KiB) Viewed 10531 times
circle 2.jpg
circle 2.jpg (94.87 KiB) Viewed 10531 times
by Mr. Tact
Wed Jan 09, 2019 6:00 pm
Forum: Gameplay Help
Topic: More, Faster!
Replies: 4
Views: 1403

Re: More, Faster!

Ah... although off point of the question I asked -- I managed to find a simpler more direct fix, at least for the short term. Since my green circuit area is being feed 16 blue belts of copper (and iron) I can simply duplicate my smelting area allowing it to feed the green circuit production directly...
by Mr. Tact
Wed Jan 09, 2019 4:22 pm
Forum: Gameplay Help
Topic: More, Faster!
Replies: 4
Views: 1403

More, Faster!

Hi. I've been slowly working on expanding a base. It has reached a "medium" size. I have separate areas for copper, iron, green and red circuit production. My off-site copper smelting (there is also some smelting directly adjacent to the base) is currently producing 16 blue belts worth of ...

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