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by Serenity
Wed Feb 10, 2021 7:17 pm
Forum: Gameplay Help
Topic: Having a nightmare with train signals
Replies: 11
Views: 2677

Re: Having a nightmare with train signals

I haven't checked what he built exactly, but if you don't have two signals somewhere making a track two-way you get a "no path" error. Either in or out depending on which one is missing. The part about the chain signal is true. And he does use multiple trains per station. When I know that'...
by Serenity
Wed Feb 10, 2021 1:53 pm
Forum: Gameplay Help
Topic: Having a nightmare with train signals
Replies: 11
Views: 2677

Re: Having a nightmare with train signals

Signals also indicate direction. At the beginning of the station rail piece where trains can go both ways place two signals exactly opposite each other. Then on the one-way track a signal on either side. EDIT: with multiple trains going to one station you need a chain signal before the merge/split s...
by Serenity
Wed Feb 10, 2021 12:00 am
Forum: Gameplay Help
Topic: huge problem with soler panels
Replies: 3
Views: 1316

Re: huge problem with soler panels

There is a day night cycle you know. That's pretty obvious with everything getting darker and lights turning on When you first get solar panels you can't entirely rely on them but they have priority over steam power. That means less pollution and less coal consumption. After you have set up oil proc...
by Serenity
Tue Feb 02, 2021 2:03 am
Forum: Gameplay Help
Topic: When can I (safely) start with nuclear power?
Replies: 29
Views: 12081

Re: When can I (safely) start with nuclear power?

Laie wrote:
Mon Feb 01, 2021 8:23 pm
I'm loath to plant more furnaces and string more coal belts to feed them
If you have the coal it's not a problem. Doesn't even more belts. Just upgrade to red belt and you can feed 67 boilers.

I tend to build 4 x 20 boilers for 144 MW eventually
by Serenity
Sun Jan 31, 2021 12:16 am
Forum: Gameplay Help
Topic: Can I limit the range of the personal roboport?
Replies: 4
Views: 1570

Re: Can I limit the range of the personal roboport?

Eh? Personal roboports have a limited range.
by Serenity
Fri Jan 29, 2021 4:15 pm
Forum: Ideas and Suggestions
Topic: Numbers precision (in production window) / Display 3 significant/relevant numbers / Full precision when hover numbers
Replies: 41
Views: 8180

Re: More significant figures in power production menu.

This isn't just needed for power production. The rounding is bad in general. For example things are listed as 1.8K / min rather than showing the exact amount. This is bad when testing if builds produce as much as they theoretically could. Even small things can make a noticeable difference there.
by Serenity
Thu Jan 28, 2021 9:21 pm
Forum: Gameplay Help
Topic: Please explain to me how the electrical system works.
Replies: 18
Views: 5984

Re: Please explain to me how the electrical system works.

so I'm not sure why so many people think pushing the limits is the true end-game? Yeah it's a somewhat silly obsession that can distract from the game and from having fun. Performance is important, but people do a lot of premature optimization. They will tell you do not do this and that and worry a...
by Serenity
Wed Jan 27, 2021 11:15 pm
Forum: Gameplay Help
Topic: Please explain to me how the electrical system works.
Replies: 18
Views: 5984

Re: Please explain to me how the electrical system works.

So it's possible to use nuclear fuel inefficiently With Kovarex enrichment it's really not an issue and you can just let reactors run all the time. A single centrifuge can run around 52 reactors while using a minuscule amount of uranium: https://kirkmcdonald.github.io/calc.html#data=1-0-0&cp=3&...
by Serenity
Wed Jan 27, 2021 12:16 pm
Forum: Ideas and Suggestions
Topic: Add an option to disable the black stripes in zoomed-in map view
Replies: 23
Views: 5734

Re: Map mode inderlaced edges?

https://mods.factorio.com/mod/MapView_NoBlackLines

I have no idea why that is a thing in the game. It doesn't serve any purpose and looks terrible
by Serenity
Sun Jan 24, 2021 7:48 pm
Forum: General discussion
Topic: The thing that bothers me since game start
Replies: 28
Views: 10971

Re: The thing that bothers me since game start

I remember that this caused strange stuff, like that the end of the belt should not be built under an inserter-input, but one tile before, because otherwise the two items on ground could never been picked up by inserters A while ago I watched a YT video where someone showed off his very first base....
by Serenity
Wed Jan 20, 2021 11:54 am
Forum: Gameplay Help
Topic: Flush container contents w/ circuit network?
Replies: 8
Views: 3364

Re: Flush container contents w/ circuit network?

Yeah, there are very few instances where a petroleum backup causes issues. Maybe if you need lots of lubricant for express belts, but aren't doing science. Otherwise just have one or two tanks for each product and then control pumps based on the content. Outside of mods there is really little reason...
by Serenity
Tue Jan 12, 2021 11:39 am
Forum: Gameplay Help
Topic: Is there a way keep it all day just by visual but not the actual day/night mechanism?
Replies: 8
Views: 2715

Re: Is there a way keep it all day just by visual but not the actual day/night mechanism?

There is a mod or two used by streamers to have brighter nights. I can't remember what it's called though
by Serenity
Mon Jan 11, 2021 6:26 pm
Forum: Gameplay Help
Topic: Noob player needing help with strategies for dealing with biters.
Replies: 5
Views: 3530

Re: Noob player needing help with strategies for dealing with biters.

The car is pretty squishy, but has enough firepower against small bases. Otherwise what works very well is turret creep. Place down a few turrets and then put ammo into them. They deal with the biters rushing towards you. Then you move forward and place a second row of turrets and get in range of th...
by Serenity
Mon Jan 11, 2021 12:18 am
Forum: Ideas and Suggestions
Topic: Station search functionality for single train schedule
Replies: 6
Views: 1404

Re: Station search functionality for single train schedule

The Shuttle Train mod does something similar: https://mods.factorio.com/mod/ShuttleTrainRefresh

It doesn't search in the train's schedule since you don't need fixed schedules for it, but it brings up a search window when you enter a shuttle train
by Serenity
Sun Jan 10, 2021 4:00 am
Forum: Ideas and Suggestions
Topic: "One-shot" mode for trains
Replies: 4
Views: 1377

Re: "One-shot" mode for trains

This mod is great for personal trains:

https://mods.factorio.com/mod/ShuttleTrainRefresh

There is a setting for what to do at the destination, but it has lots of other functions too
by Serenity
Sat Jan 09, 2021 12:49 pm
Forum: Gameplay Help
Topic: Why are my pumps so slow?
Replies: 4
Views: 1882

Re: Why are my pumps so slow?

As said the best is tank <-> pump. This is a good illustration of the difference: https://factoriocheatsheet.com/assets/images/fluid-transfer-rate-comparison.webm If you need to use pipes use underground pipes. Each underground section counts as a single pipe. Also makes walking around there easier
by Serenity
Fri Jan 08, 2021 11:55 am
Forum: Gameplay Help
Topic: Trains still route to closest station (with limits set)
Replies: 37
Views: 11887

Re: Trains still route to closest station (with limits set)

It's really the same as outpost supply trains in general. You don't constantly send trains around just in case an outpost might be out of repair packs or replacement walls. Instead you only do so when they are actually out of something.
by Serenity
Mon Jan 04, 2021 2:03 pm
Forum: General discussion
Topic: Use of active provider chests
Replies: 27
Views: 10183

Re: Use of active provider chests

JimBarracus wrote:
Mon Jan 04, 2021 2:01 pm
Well, of course you need to limit the produced amount with wireless inserter logic.
Ok, that would work. It's still not really an intended use of them as that was explicitly one reason buffer chests were introduced for

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