Search found 39 matches

by Manron
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...
by Manron
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...
by Manron
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...
by Manron
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...
by Manron
Thu Jun 15, 2017 3:48 pm
Forum: Releases
Topic: Version 0.15.20
Replies: 29
Views: 20464

Re: Version 0.15.20

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.
until you start using modules and beacons...

but shouldnt this discussion be in a seperate thread in the balancing subform?
by Manron
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.
by Manron
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, ...
by Manron
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! ...
by Manron
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.
by Manron
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?
by Manron
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 ...
by Manron
Fri May 26, 2017 1:21 pm
Forum: Releases
Topic: Version 0.15.14
Replies: 22
Views: 18280

Re: Version 0.15.14

FactorioBot wrote:
[*]Fixed that inserter facing north was slower compared to other directions. (9141)
finally, after more than 2 years this gets fixed! Thanks! 8-)
by Manron
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.
by Manron
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...
by Manron
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 ...
by Manron
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...
by Manron
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 ...
by Manron
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 ...

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