Search found 39 matches
- Fri Feb 16, 2018 2:56 pm
- Forum: Gameplay Help
- Topic: Logistic Buffer chests - why?
- Replies: 17
- Views: 32393
Re: Logistic Buffer chests - why?
They are very usefull to prevent loops in the logistics network. if at any point you have a requester chest output to a belt and a provider chest taking from the same belt, your bots will start moving items in an endless loop. replace the provider chest with a buffer chest and make sure the requeste...
- Thu Aug 17, 2017 10:32 am
- Forum: Gameplay Help
- Topic: Question: Smart Trains
- Replies: 8
- Views: 2393
Re: Question: Smart Trains
Many have tried, noone came up with a real solution yet. It seems it's not doable in vanilla. There are some ideas around that involve quite complex combinator contraptions, but it all boils down to how to make ONE train depart and not all of them at once. The vanilla train network is simply not 'sm...
- Thu Jun 22, 2017 4:48 pm
- Forum: General discussion
- Topic: Resources ratio's some help please
- Replies: 6
- Views: 3104
Re: Resources ratio's some help please
The Factorio Planner at http://www.doomeer.com/factorio is a really nice tool and up to date for 0.15. this is the same calculator as mentioned in the OP, just a different host ( => https://dwahler.github.io/factorio ). it got issues with calculating oil, but everything else works like a charm, inc...
- Tue Jun 20, 2017 9:59 am
- Forum: Duplicates
- Topic: [0.15.21] blueprint stations
- Replies: 5
- Views: 1272
Re: [0.15.21] blueprint stations
That works but it is really annoying when building lots of stations especially when they are far away and it takes a while for the robots to build them and you have to go back to all station that you already placed just for one shift left click. you can also shift-click to copy the stations from zo...
- Thu Jun 15, 2017 3:48 pm
- Forum: Releases
- Topic: Version 0.15.20
- Replies: 29
- Views: 20464
Re: Version 0.15.20
until you start using modules and beacons...PacifyerGrey wrote:But it would be cool if the numbers would end up being round-ish most of time. Its not really hard to do.
but shouldnt this discussion be in a seperate thread in the balancing subform?
- Wed Jun 14, 2017 3:32 pm
- Forum: Gameplay Help
- Topic: AND condition
- Replies: 3
- Views: 1551
Re: AND condition
You need two combinators. One set to lubricant < 20k output S=1 and the other set to heavy oil > 5k output S=1.
wire the input to the respective tanks and the output to the pump.
set the pump to enabled condition S=2.
enjoy.
wire the input to the respective tanks and the output to the pump.
set the pump to enabled condition S=2.
enjoy.
- Wed Jun 07, 2017 7:44 pm
- Forum: General discussion
- Topic: Logistic Network Needs to be smarter
- Replies: 44
- Views: 16433
Re: Logistic Network Needs to be smarter
2) empty storage chest that was build first (yes, it is build order, not distance or anything!) So once you built a storage chest you can never touch it again or you'll ruin your priority queue. Ingenius! :D you can always put a fish in those you dont want to be used to make then become non-empty, ...
- Wed Jun 07, 2017 3:53 pm
- Forum: General discussion
- Topic: Logistic Network Needs to be smarter
- Replies: 44
- Views: 16433
Re: Logistic Network Needs to be smarter
The way that storage chests are filled (roughly): If there are chests with that item already with some empty space, pick the closest one. Else if there are empty chests, pick the closest one. Else if there are chests with empty space, pick the closest one. Else, panic and cry for player attention! ...
- Wed Jun 07, 2017 3:43 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 60638
Re: Personal robots prioritize nearest first
i guess it is the way it is for performance reasons.
calculating which entity is currently 'nearest' has to be calculated every time a single entity is removed or you move.
i dont think the QOL improvement would justify the performance hit.
But maybe i'm wrong here, who knows but the devs.
calculating which entity is currently 'nearest' has to be calculated every time a single entity is removed or you move.
i dont think the QOL improvement would justify the performance hit.
But maybe i'm wrong here, who knows but the devs.
- Tue Jun 06, 2017 2:43 pm
- Forum: Not a bug
- Topic: [0.15.18] electric mines stopping
- Replies: 4
- Views: 1317
Re: [0.15.18] electric mines stopping
i'm not familiar with those mods, but looking at the picture i guess the drill is lacking some liquid?
- Tue Jun 06, 2017 2:18 pm
- Forum: Implemented Suggestions
- Topic: Cameras and Terminal to monitor different parts of your fac
- Replies: 3
- Views: 1657
Re: Cameras and Terminal to monitor different parts of your fac
edit: too slow.
- Fri Jun 02, 2017 3:24 pm
- Forum: Gameplay Help
- Topic: strange belt compression issue
- Replies: 3
- Views: 1448
Re: strange belt compression issue
loading to the exit of an underground belt does not compress the belt to 100%, it's more like 95 - 98% so there will be a gap once a while. better use surface belts and merge the belts with splitters. splitters are the only entities in (vanilla) game that can compress a belt to full 100% edit: as a ...
- Fri May 26, 2017 1:21 pm
- Forum: Releases
- Topic: Version 0.15.14
- Replies: 22
- Views: 18280
Re: Version 0.15.14
finally, after more than 2 years this gets fixed! Thanks!FactorioBot wrote:
[*]Fixed that inserter facing north was slower compared to other directions. (9141)
- Thu May 18, 2017 1:17 pm
- Forum: Balancing
- Topic: Useless barrels 0.15.10
- Replies: 7
- Views: 2191
Re: Useless barrels 0.15.10
I'm using barrels to get lubricant to my belt factory and engine plant by robots. these recipes use very little lubricant and getting a pipeline there is usually messy.
i also use this for sulphuric acid in some places.
but you are right, trains full of oil barrels is a thing of the past.
i also use this for sulphuric acid in some places.
but you are right, trains full of oil barrels is a thing of the past.
- Thu Apr 27, 2017 5:03 pm
- Forum: Outdated/Not implemented
- Topic: Limit Mining Drills to a specific resource
- Replies: 15
- Views: 18458
Re: Limit Mining Drills to a specific resource
Well, my solution to this is to simply not place drills on overlapping ressources early in the game. it may be a bit ugly and inconvenient to not use your favourite mining-grid, but it works 100% and is very low-tech. later in the game you can then mine the remaining edges and apply some sorting wit...
- Sat Apr 01, 2017 11:39 pm
- Forum: General discussion
- Topic: Why uranium?
- Replies: 11
- Views: 5722
Re: Why uranium?
Land area is another factor - both steam and solar start to involve some pretty massive acreage when you start ramping up production. The ability to get the same power on less land could definitely be a selling point. but do we get smaller steam engines, too? the boilers only take about a fifth of ...
- Sat Apr 01, 2017 11:27 pm
- Forum: Gameplay Help
- Topic: Pick-A-Signal combinator?
- Replies: 39
- Views: 23844
Re: Pick-A-Signal combinator?
Well, i dont exactly know what you are trying to achieve, but if it comes down to unloading chests or train cars, you may want to consider using a filter inserter and one or several stack filter inserters in a master-slave configuration. the filter inserter is hooked to the main wire and set to 'set...
- Wed Apr 13, 2016 2:14 pm
- Forum: General discussion
- Topic: Balancing Steel Barrels in Oil Barreling stations
- Replies: 25
- Views: 11984
Re: Balancing Steel Barrels in Oil Barreling stations
Setting filters in wagons to carry empty and full barrels is very inefficient because you're using only half of wagon capacity. Half a wagon of crude oil barrels is 3750 oil. Each wagon. So a 1x4 train could pick up 15.000 oil per trip. Show me a remote pumping station that puts out more than that ...
- Tue Apr 12, 2016 5:47 pm
- Forum: General discussion
- Topic: Balancing Steel Barrels in Oil Barreling stations
- Replies: 25
- Views: 11984
Re: Balancing Steel Barrels in Oil Barreling stations
I run a one-wagon train to collect oil and deliver empty barrels and it doesn't stall. Just set half the wagon to full barrels and the other half to empty barrels via middle mouse button. At the oilfields i got one ordinary steel chest for storing empty barrels limited to one or two slots depending ...