Search found 460 matches
- 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 ...
- 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.
- Thu Jan 24, 2019 8:38 pm
- Forum: Gameplay Help
- Topic: Map generation cu vs fe
- Replies: 16
- Views: 4726
- 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
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...
- 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...
- 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.
- 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...
- 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.
- 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
Cool. Auto Hot Key has fixed a lot of things.LocknRol wrote: ↑Wed Jan 16, 2019 7:36 pmGot it! I ****ing got it:
https://www.reddit.com/r/factorio/comme ... ey_script/
- 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.
https://github.com/mirkow/factoriomousecontrol
I make no claims to how well, or if it even works.
- 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 ...
- Thu Jan 10, 2019 8:58 pm
- Forum: Gameplay Help
- Topic: Circle Intersection
- Replies: 15
- Views: 10531
Re: Circle Intersection
Ah, okay. Cool. Thanks.
- 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?
- 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?
And as to whether this T or the circle has a higher throughput? No difference?
- 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:
All the cross or merge points are separate blocks, isn't that what you want?
All the cross or merge points are separate blocks, isn't that what you want?
- 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...
- Thu Jan 10, 2019 4:15 pm
- Forum: Gameplay Help
- Topic: Circle Intersection
- Replies: 15
- Views: 10531
- 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?
- 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...
- 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 ...