Chain signal at the entrance. Normal signal at the exit:
https://www.youtube.com/watch?v=ps423d2WisY
The chain signal prevents a train from entering a block if it can't exit it
Search found 1016 matches
- Fri Apr 22, 2016 10:28 am
- Forum: Gameplay Help
- Topic: Help With Two-Way Railway X junction
- Replies: 4
- Views: 6452
- Thu Apr 21, 2016 1:40 am
- Forum: Gameplay Help
- Topic: electricity help!
- Replies: 4
- Views: 2928
Re: electricity help!
How does your steam engine setup look like? You need to connect an offshore pump to boilers to steam engines. Ideally one pump to 14 boilers to 10 engines. Or 7 boilers and 5 engines to start with.
Something like this is a typical setup:
https://wiki.factorio.com/images/SteamSetupExample.png
Or ...
Something like this is a typical setup:
https://wiki.factorio.com/images/SteamSetupExample.png
Or ...
- Mon Apr 18, 2016 5:14 pm
- Forum: General discussion
- Topic: Random Number Generator
- Replies: 16
- Views: 24902
Re: Random Number Generator
They should really add modulo division to the arithmetic combinator. There are also other uses for it
- Mon Apr 18, 2016 2:51 pm
- Forum: General discussion
- Topic: Balancing Steel Barrels in Oil Barreling stations
- Replies: 25
- Views: 15275
Re: Balancing Steel Barrels in Oil Barreling stations
But you'd have to include the barrels on the train and at the outpost into that. Otherwise the barrels get loaded on the train and your barrel factory starts producing barrels
- Mon Apr 18, 2016 1:43 pm
- Forum: Gameplay Help
- Topic: Simple train signal issue
- Replies: 4
- Views: 2731
Re: Simple train signal issue
Thanks. That was the main problem herevortex1967 wrote:The chain signal and normal signal at each of the stations have to be placed opposite each other as indicated in order for the train to enter and exit correctly.
- Mon Apr 18, 2016 12:56 am
- Forum: Gameplay Help
- Topic: Simple train signal issue
- Replies: 4
- Views: 2731
Simple train signal issue
I've watched tutorials and thought I understood the issue, but apparently I'm too dumb to build a simple train station.
I have a double track railway and for the start I want to connect my main base with an oil outpost. I want a loading/unloading station and a PAX station I can use for myself ...
I have a double track railway and for the start I want to connect my main base with an oil outpost. I want a loading/unloading station and a PAX station I can use for myself ...
- Sun Apr 17, 2016 11:18 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 407667
Re: [MOD 0.12.x] Rail Tanker - Liquid transport 1.2.1
Is there any way to see how much oil is in the tanker? I think it's working because I get the oil drop when it stops, but I'm not sure how much oil is loaded. At the moment I have the time set to 30 seconds. Should probably be longer
- Sun Apr 17, 2016 10:41 am
- Forum: General discussion
- Topic: My Super Long Feedback and Suggestions
- Replies: 5
- Views: 3913
Re: My Super Long Feedback and Suggestions
Oh and a correction. If you want to make resources scarcer, who should decrease absolute_resource_chance rather than increase the region size. The region size is used as an exponent, so its effect becomes more pronounced the farther out you go. I think this can be done in a running game too, as ...
- Sat Apr 16, 2016 6:03 pm
- Forum: General discussion
- Topic: My Super Long Feedback and Suggestions
- Replies: 5
- Views: 3913
Re: My Super Long Feedback and Suggestions
I don't have such a problem with hitting trees unless it's a dense forest. But those damn rocks everywhere are pure evil and do far more damage. I always manage to hit some. It's especially bad at night because the headlights are pretty weak.
- Sat Apr 16, 2016 2:30 am
- Forum: General discussion
- Topic: My Super Long Feedback and Suggestions
- Replies: 5
- Views: 3913
Re: My Super Long Feedback and Suggestions
Yeah, the map generator seriously sucks. Also frequency and richness influence each other in a weird way. Definitely needs to be changed. I'd suggest the RSO mod (Resource Spawner Overhaul). That is firstly meant to put resources further out to encourage train gameplay. You are guaranteed to get ...
- Fri Apr 15, 2016 10:29 pm
- Forum: Balancing
- Topic: "Eras" of Factorio
- Replies: 15
- Views: 10007
Re: "Eras" of Factorio
Research coming way faster than you can really use it is definitely an issue. 5 Red, 6 Green and 10 Labs, you can just breeze through it. Same with blue science a bit later. And it's not quite apparent what a resource sink research is until you really think about it. There is too much of a ...
- Fri Apr 15, 2016 10:00 pm
- Forum: Balancing
- Topic: Gun Turrets, quality of life issues
- Replies: 4
- Views: 4496
Re: Gun Turrets, quality of life issues
If you don't need extremely high loading speed (as in just occasional attacks), this setup is not bad:
x <-- x <-- x --> x --> x
And then another inserter feeding the middle turret from a chest. Drop some ammo in the chest and it will be automatically distributed. But it takes a while.
x <-- x <-- x --> x --> x
And then another inserter feeding the middle turret from a chest. Drop some ammo in the chest and it will be automatically distributed. But it takes a while.
- Fri Apr 15, 2016 10:35 am
- Forum: Gameplay Help
- Topic: Main bus
- Replies: 3
- Views: 9593
Re: Main bus
Plastics can go up the red circuits and red circuits from there. That way plastics factories can stay with the refineries and you don't have to get into the main factory. Batteries seem like a good idea at some point since they are used pretty heavily.
You can maybe make two lines of additional ...
You can maybe make two lines of additional ...
- Fri Apr 15, 2016 7:44 am
- Forum: General discussion
- Topic: Balancing Steel Barrels in Oil Barreling stations
- Replies: 25
- Views: 15275
Re: Balancing Steel Barrels in Oil Barreling stations
Coordinating the main factory with the outpost seems the most efficient, but that requires you to run circuit wire all over the place. And it only works point to point. Not in a complex network.
I'll just play with the Rail Tanker mod. Barrels in trains is silly anyways. But the problem also exists ...
I'll just play with the Rail Tanker mod. Barrels in trains is silly anyways. But the problem also exists ...
- Fri Apr 15, 2016 7:11 am
- Forum: General discussion
- Topic: Just bought the game; What were Your first impressions?
- Replies: 476
- Views: 398633
Re: Just bought the game; What were Your first impressions?
Very impressed and entertained, but disappointed in some of the details.
When I first saw videos I wasn't sure about the conveyor belt thing. But finding ways to sneak belt around and make things fit is very entertaining. The whole game is very addictive and huge time sink. And my previous game ...
When I first saw videos I wasn't sure about the conveyor belt thing. But finding ways to sneak belt around and make things fit is very entertaining. The whole game is very addictive and huge time sink. And my previous game ...
- Fri Apr 15, 2016 6:22 am
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 485378
Re: Combinators 101
Even if you've studied computer science and electronics, the way this is implemented in the game is overly complicated once you get beyond the absolute basics. There is a whole layer of abstraction and changes between theory and practice. Some of the signals and conditions have weird names like ...