I'd recommend using an SR-Latch instead of a simple comparison: https://wiki.factorio.com/Tutorial:Circuit_network_cookbook#RS_latch_-_single_decider_version
Otherwise your engines will constantly turn on and off around the switching point. It's also possible to switch the water pumps instead of ...
Search found 1016 matches
- Sun Mar 27, 2022 12:04 pm
- Forum: Gameplay Help
- Topic: low energy -> activate steam engine
- Replies: 12
- Views: 10162
- Sat Mar 19, 2022 11:00 pm
- Forum: Gameplay Help
- Topic: Furnace internal buffer
- Replies: 10
- Views: 5312
Re: Furnace internal buffer
There are online calculators for this stuff:Chris1983 wrote: Sat Mar 19, 2022 9:07 pm How many green circuit assemblers do I need to fill a yellow belt? Thanks
https://factoriolab.github.io/list?z=eJ ... MGAGOJB2w_
- Sat Mar 19, 2022 8:08 pm
- Forum: Gameplay Help
- Topic: Furnace internal buffer
- Replies: 10
- Views: 5312
Re: Furnace internal buffer
I don't think it's really a problem. Yes, they store a large amount of plates and this can give a false impression of the activity in your factory, but in the grand scheme of things it doesn't matter. Knowing how many plates are buffered on your belts isn't very useful in practice either. As far as ...
- Sun Mar 13, 2022 1:56 pm
- Forum: General discussion
- Topic: What starting settings does everyone use?
- Replies: 14
- Views: 30057
Re: What starting settings does everyone use?
I set resources to be pretty rare, but rich. I don't want ore patches everywhere. There are way too many resources that way. And I want to explore a bit and need long rail systems.
- Sat Feb 12, 2022 3:09 pm
- Forum: Gameplay Help
- Topic: How to make oil/uranium processing facilities
- Replies: 3
- Views: 5376
Re: How to make oil/uranium processing facilities
Uranium is really optional. Useful, but you don't need it for progression. It's oil that is essential.
With videos do you mean on YouTube? There are good tutorials there with varying levels of detail and complexity.
Also, basic oil processing is relatively simple. You hook up oil and get only ...
With videos do you mean on YouTube? There are good tutorials there with varying levels of detail and complexity.
Also, basic oil processing is relatively simple. You hook up oil and get only ...
- Fri Feb 04, 2022 5:30 pm
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 187255
Re: Friday Facts #367 - Expansion news
Flying aliens confirmed
- Sat Dec 18, 2021 5:28 pm
- Forum: Gameplay Help
- Topic: I need to make cogs... (How should I?)
- Replies: 9
- Views: 6730
Re: I need to make cogs... (How should I?)
Making gears reduces the amount of items (2 plates to 1 gear), so making them early reduces the amount of belts you need.
True, but these days it's really not important. This was a huge issue when military science needed many turrets and chemical science mining drills or assembly machines. The ...
- Mon Dec 06, 2021 1:37 pm
- Forum: Gameplay Help
- Topic: Science packs help (setup)
- Replies: 4
- Views: 13510
Re: Science packs help (setup)
There are all kinds of different layouts. There is a lot of personal preference in that. It's not just about what works best since tons of layouts work equally well.
Red and Green Science can be combined into one sub factory together right next to each other. The more complex sciences should have ...
Red and Green Science can be combined into one sub factory together right next to each other. The more complex sciences should have ...
- Mon Nov 29, 2021 12:57 am
- Forum: General discussion
- Topic: Circuits in the eyes of the "beginner", a 2k hour game
- Replies: 33
- Views: 17084
Re: Circuits in the eyes of the "beginner", a 2k hour game
If you want to pick up artillery munition at one stop, oil at another, repair packs at a third or whatever
That isn't really needed at that point. With the logistics network you can have your supply train pick up everything at the same station.
Having multiple supply trains would be more ...
- Sun Nov 28, 2021 10:34 pm
- Forum: General discussion
- Topic: Circuits in the eyes of the "beginner", a 2k hour game
- Replies: 33
- Views: 17084
Re: Circuits in the eyes of the "beginner", a 2k hour game
The latter is probably the most complex circuitry with practical use you can do in vanilla Factorio, which really needs a minimum kind of computer science background or mathematical thinking.
You're probably thinking about far more general setups with calling trains on demand to random locations ...
- Sun Nov 28, 2021 2:29 pm
- Forum: General discussion
- Topic: Circuits in the eyes of the "beginner", a 2k hour game
- Replies: 33
- Views: 17084
Re: Circuits in the eyes of the "beginner", a 2k hour game
If you are a beginner you'd start with different things. Like circuit based oil cracking, which is just simple "great than" comparisons. Or automated outpost resupply.
Advanced stuff like that is really just a bonus. It may have some applications, but it's never necessary even in complex bases. A ...
Advanced stuff like that is really just a bonus. It may have some applications, but it's never necessary even in complex bases. A ...
- Tue Nov 23, 2021 6:40 pm
- Forum: Gameplay Help
- Topic: How do I put a bus to use?
- Replies: 9
- Views: 5128
Re: How do I put a bus to use?
They are an arrangement of splitters to draw from or distribute from belts equally:
https://wiki.factorio.com/Balancer_mechanics
They still have their uses, but with the introduction of splitter priorities their usefulness on a bus has drastically decreased. People used to split from a bus and then ...
https://wiki.factorio.com/Balancer_mechanics
They still have their uses, but with the introduction of splitter priorities their usefulness on a bus has drastically decreased. People used to split from a bus and then ...
- Tue Nov 16, 2021 9:09 pm
- Forum: Ideas and Suggestions
- Topic: Unreachable items
- Replies: 24
- Views: 10682
Re: Unreachable items
You're playing a character on the screen, not some invisible god/overlord. And as the game progresses your physical presence becomes less important
There are mods to increase reach:
https://mods.factorio.com/query/reach?version=1.1
There are mods to increase reach:
https://mods.factorio.com/query/reach?version=1.1
- Sun Oct 10, 2021 1:02 am
- Forum: Gameplay Help
- Topic: Help needed regarding bus lanes
- Replies: 12
- Views: 9964
Re: Help needed regarding bus lanes
It really depends on your overall goals and also the design of the base. You can go with 8 belts iron and copper each if you want to go big, but 4 or 6 of each can be fine too.
Personally I don't put the copper and iron for the green circuits on the main bus anymore. Those eventually get their own ...
Personally I don't put the copper and iron for the green circuits on the main bus anymore. Those eventually get their own ...
- Fri Oct 01, 2021 11:10 am
- Forum: Gameplay Help
- Topic: Copper Wire to Green Circuit - Why can't I solve this bottleneck?
- Replies: 4
- Views: 3670
Re: Copper Wire to Green Circuit - Why can't I solve this bottleneck?
Also keep in mind that one copper plate turns into two copper cables. Combined with the very fast production time of green circuits (0.5s), and them needing three cables per craft, that makes it a really bad idea to belt the cables in this case. As shown above direct insertion is the solution here ...
- Mon Sep 27, 2021 1:51 pm
- Forum: General discussion
- Topic: Nostalgia..
- Replies: 19
- Views: 8140
Re: Nostalgia..
If you build big you still need to out and kill biters just for the necessary space
- Wed Jul 07, 2021 9:49 am
- Forum: Gameplay Help
- Topic: Trying to figure out Train Signals
- Replies: 8
- Views: 4101
Re: Trying to figure out Train Signals
You're having two tracks east-west. So why do you want both of them to be two way? Usually when you do that you have one track for each direction. Makes signaling far easier.
Also for two-track lanes: instead of putting them right next to each other leave some space in the middle and place the ...
Also for two-track lanes: instead of putting them right next to each other leave some space in the middle and place the ...
- Tue Jul 06, 2021 11:13 am
- Forum: Gameplay Help
- Topic: Any good tutorials for new players?
- Replies: 7
- Views: 3234
Re: Any good tutorials for new players?
I've heard that its very difficult to play Factorio without some outside knowledge
It depends. It may not look nice and have the "correct" ratios, but it's very much possible to play the game and figure the basics things out on your own. Newbie bases like that have their own charm even. It can ...
- Sun Jul 04, 2021 12:07 pm
- Forum: Gameplay Help
- Topic: Personel train transport?
- Replies: 21
- Views: 10877
Re: Personel train transport?
Just use Shuttle Train Refresh. It does everything you want and more.
Mods aren't a big deal. You can add and usually remove them during an ongoing game.
Mods aren't a big deal. You can add and usually remove them during an ongoing game.
- Wed Jun 30, 2021 3:48 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2074
- Views: 993769
Re: Simple Questions and Short Answers
And then how is that stuff getting to the bus itself without causing a mess of everything?
I don't really understand the problem. At the start of the bus you either have your smelters and bring in the ore by train eventually. Or you bring in the plates by train from off-site smelters. You can ...