Search found 2055 matches
- Thu Nov 17, 2022 12:29 am
- Forum: Gameplay Help
- Topic: Train queuing and station preference
- Replies: 6
- Views: 829
Re: Train queuing and station preference
So does anybody know, how do trains choose to which station they'll go if there are multiple with the same name and all of them have the same number of trains going to them? Maybe it can be somehow managed using circuits network? Anyway what I would like to achieve is this: https://i.imgur.com/h7t1...
- Thu Nov 17, 2022 12:22 am
- Forum: News
- Topic: We support Ukraine
- Replies: 3338
- Views: 301249
Re: We support Ukraine
It’s good that we both understand the difference between voting for Zelinsky and voting for Zelinsky, so that Poroshenko does not win. Yeah it was unclear when you first started to talk about math non-sense, where in fact it was just your ignorance that lead you to compare the 2022 population of Uk...
- Tue Nov 15, 2022 1:02 am
- Forum: Gameplay Help
- Topic: Train stations with multiple wares
- Replies: 4
- Views: 657
Re: Train stations with multiple wares
I'll play around with the idea and try to make something out of it, if only for the educational purposes. Combinators are tricky. i agree it's tricky and i wouldn't recommend using the previous blueprint over the much simpler solution when it's available :) The S/R latchs from the cookbook i think ...
- Tue Nov 15, 2022 12:05 am
- Forum: News
- Topic: We support Ukraine
- Replies: 3338
- Views: 301249
Re: We support Ukraine
Who do you call a foreigner ? The guy who was elected by 77% of the population of Ukraine ? Waow such evil. 2019 Ukrainian presidential election Nominee Volodymyr Zelenskyy Popular vote first round : 5,714,034 Popular vote second round : 13,541,528 The current population of Ukraine is 43,115,302 as...
- Mon Nov 14, 2022 7:26 pm
- Forum: Gameplay Help
- Topic: Train stations with multiple wares
- Replies: 4
- Views: 657
Re: Train stations with multiple wares
Hello folks! I'm having an issue setting up a specific train station, and I'd need the help of one of the combinator guru out there to tell me if there's an easy fix. I was thinking I would need to use a S/R latch or a memory cell in conjonction with my setup above, so the inserters keep their setu...
- Mon Nov 14, 2022 10:24 am
- Forum: News
- Topic: We support Ukraine
- Replies: 3338
- Views: 301249
Re: We support Ukraine
I cannot endorse Wube any longer and regret the massive support thread on Steam I created when Wube was under attack by that 'cancel mob'. Oh yeah ? you want to cancel yourself now ? The notion of supporting a foreigner (Ashkenazi Jew) comedian, who killed the entire Ukrainian parliament "In m...
- Sat Nov 12, 2022 9:09 pm
- Forum: Ideas and Suggestions
- Topic: Ways to use biters for resources & electricity
- Replies: 11
- Views: 1423
Re: Ways to use biters for resources & electricity
This is an interesting idea. I'm working on something, let's see where it goes :) Won't be using gas though. I think it went on the mod portal : https://mods.factorio.com/mod/biter-power it sounds fun ! I was thinking of getting acid from the worms like the humans currently milk snake to get venom ...
- Thu Nov 10, 2022 5:57 pm
- Forum: General discussion
- Topic: I don't know why 'factorio' makes such a fuss about "leeching"
- Replies: 15
- Views: 4887
Re: I don't know why 'factorio' makes such a fuss about "leeching"
Concering the rational to disable this feature bc it made problems for players that had a bad train design(stoping loco in wrong spots, ect.) i understand, but the happiness of some is the unhappines of others if you dont do it right. Hail democracy! You misunderstand. They weren't bad train design...
- Thu Nov 03, 2022 6:44 am
- Forum: Gameplay Help
- Topic: Trains get stuck if the destination is disabled and other are full
- Replies: 20
- Views: 3457
Re: Trains get stuck if the destination is disabled and other are full
fixing_problems.png If it ain't broken don't fix it. It is a normal experience to make mistake when using something one is not familiar with, however once you understand how to use the limits then you don't do those mistakes anymore. Hopefully it is not necessary to get rid of one functionning syst...
- Wed Nov 02, 2022 2:32 am
- Forum: Ideas and Suggestions
- Topic: Vehicle suggestions
- Replies: 5
- Views: 769
Re: Vehicle suggestions
Cars don't use coal or wood as fuel. How about using an electric car? Electricity is available early, not gas. Trains don't use coal or wood as fuel, not since the 1800's. Trains use diesel fuel. I should be able to refine diesel. That's funny because in France our trains are electric, and for long...
- Wed Oct 26, 2022 8:45 am
- Forum: Gameplay Help
- Topic: I suddenly got "game over" for no apparent reason
- Replies: 11
- Views: 1236
Re: I suddenly got "game over" for no apparent reason
Did a train run you over ? Even in peaceful mode, one can die by accident. It is also possible to burn oneself to death if you get stuck in a burning forest. Even in those case i don't think the game would tell you "game over" instead it will say " bad luck you died" and you resp...
- Wed Oct 19, 2022 4:21 pm
- Forum: Ideas and Suggestions
- Topic: Ways to use biters for resources & electricity
- Replies: 11
- Views: 1423
Re: Ways to use biters for resources & electricity
I like the idea of the sleeping gas, and i suggest a gentle method to generate electricity from biters : https://www.youtube.com/watch?v=Sy6LaXAsZbk I know they call it "hamster wheel" but those are just tiny biters. Maybe instead of dying, they just fall asleep and then you can mine a sle...
- Wed Oct 12, 2022 10:40 pm
- Forum: Gameplay Help
- Topic: how many reactors takes for full consuption of half conveyor of uranium?
- Replies: 14
- Views: 1212
Re: how many reactors takes for full consuption of half conveyor of uranium?
Aha i see Yea interesting consept altho it doesnt apply to me since i am only using reactors to burn uranium hoping to get rid off it from the base. Obviusly its so much that u need millions of reactors to consume the whole map but for now i am satisfied if i find the requirement to go from half co...
- Wed Oct 12, 2022 9:56 pm
- Forum: Gameplay Help
- Topic: do resources in factorio go up or down. and at what productivity lvl they switch direction?
- Replies: 19
- Views: 2027
Re: do resources in factorio go up or down. and at what productivity lvl they switch direction?
I think i found the way to modelize how much ore is left in an ore patch after a research based on the total quantity of ore covered by mining drill assuming not changing them. If you consider "X" such quantity Then after a research you are left with X1 = X -(2500(a-2))c)/(1+(a/10)) with &...
- Wed Oct 12, 2022 8:30 pm
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 12799
Re: why prod modules are important
That's irrelevant since the latest comparison was between prod modules vs. research. Both give more ore, both cost resources (and there is a break even point, jada jada). The latest point though was about the amount of pollution produced each way. Prod modules make the miners produce more pollution...
- Wed Oct 12, 2022 7:58 pm
- Forum: Gameplay Help
- Topic: Detect if Train Stop Open
- Replies: 3
- Views: 497
Re: Detect if Train Stop Open
Thank you so much, it worked glad it worked for your purpose Another way to do would be to have the train in the waiting area waiting for a signal condition to depart for the dropoff. And then use a wire to transmit something like 1 green signal to trigger the train leave condition when things are ...
- Wed Oct 12, 2022 7:48 pm
- Forum: Gameplay Help
- Topic: do resources in factorio go up or down. and at what productivity lvl they switch direction?
- Replies: 19
- Views: 2027
Re: do resources in factorio go up or down. and at what productivity lvl they switch direction?
I realized my previous post is too simplistic as it doesn't reflect the fact that the "cost" is becoming lower and lower in terms of real ore the map, for the same amount of science pack due to the cumulative productivity gain. This problem is more complex than at first glance haha I found...
- Wed Oct 12, 2022 6:48 pm
- Forum: Gameplay Help
- Topic: Detect if Train Stop Open
- Replies: 3
- Views: 497
Re: Detect if Train Stop Open
You need to alter the 4rth station so that instead of open close, you set the limit from 1 to 0. 1 sec inactivity on the 3rd station should be good then. This works if you only have 1 station called "stick and steel dropoff". The train will see it with limit : 0 and will wait at the previo...
- Wed Oct 12, 2022 6:26 pm
- Forum: Gameplay Help
- Topic: do resources in factorio go up or down. and at what productivity lvl they switch direction?
- Replies: 19
- Views: 2027
Re: do resources in factorio go up or down. and at what productivity lvl they switch direction?
Looking up the actual formula from the wiki, it gives 10% * (level - 3) while costing 2500 * (level - 3). The ratio between them is (2500 * (level - 3) ) / (10% * (level - 3)) = 2500/10%, which is constant. Therefore, given everything else in the factory stays the same, the relative cost of the min...
- Wed Oct 12, 2022 2:29 pm
- Forum: Gameplay Help
- Topic: how many reactors takes for full consuption of half conveyor of uranium?
- Replies: 14
- Views: 1212
Re: how many reactors takes for full consuption of half conveyor of uranium?
22.5 fuel cells per second, times 200 seconds per cell per reactor, yields 4500 reactors. I think it's not 22.5 fuel cells per second, but 22.5 uranium ore per second, i was trying to look for kovarex process, and nuclear fuel reprocessing with prod modules to yield as many fuel cell as possible fr...