Search found 256 matches
- Wed May 31, 2017 11:06 pm
- Forum: Show your Creations
- Topic: 1 or 2-to-6 train loading balancer
- Replies: 13
- Views: 28950
Re: 1 or 2-to-6 train loading balancer
BLUE PRIIIIIIIIIIINTSSSS AAAH :D Added to my last post, my bad :P The one cimbinator method clogged for me randomly. Thanks, will keep an eye out for this behavior with my existing ones. I think changing the setting on inserter to <=1 in 0.15 (from <1) should prevent it from happening.
- Wed May 31, 2017 9:39 pm
- Forum: Show your Creations
- Topic: 1 or 2-to-6 train loading balancer
- Replies: 13
- Views: 28950
Re: 1 or 2-to-6 train loading balancer
That's a decent layout. I've recently settled on a circuit based loading system. It's simple 1 belt in and the circuit balances the chests by average fill. It's clean and requires very little space. http://imgur.com/wheyAuL How does this work? We can load evenly across any number of chests with wit...
- Wed May 31, 2017 5:52 pm
- Forum: Energy Production
- Topic: Simple 4-reactor with simple control
- Replies: 8
- Views: 6182
Re: Simple 4-reactor with simple control
I can understand the appeal of a "zero combinator" system. One constant combinator outputting the threshold level of steam makes it much easier to tweak with settings (rather than having to change the value on each inserter).
- Wed May 31, 2017 3:28 pm
- Forum: General discussion
- Topic: even faster conveyor ?
- Replies: 16
- Views: 4734
Re: even faster conveyor ?
For large bases (200k+ plate per min / 1.5k+ science per min), centralized smelting is impractical for similar reasons as a main bus, from a UPS standpoint. It results in a lot of inserters shuffling ore from chest to trains and vice versa. (Similar to how main bus results in a lot of belt entities....
- Tue May 30, 2017 7:59 pm
- Forum: Gameplay Help
- Topic: Chain signal issue
- Replies: 9
- Views: 4026
Re: Chain signal issue
OP, you mentioned not quite understanding how chain signals work. Hopefully this helps. The reason we use chain signals is to prevent a train from stopping in the middle of an intersection, since that would block trains trying to take the other paths of an intersection. How exactly do chain signals ...
- Mon May 29, 2017 7:28 pm
- Forum: Gameplay Help
- Topic: My trains keep trying to loop...
- Replies: 17
- Views: 6660
Re: My trains keep trying to loop...
Wasnt there a change recently that could have solved this bug? Like a repathing every 5 second instead of 30s? Something in the trains changed in one of the recent versions definetely This is the only change I've heard of (30s --> 5s) which I would think would result in roundabout deadlocks happeni...
- Mon May 29, 2017 7:00 pm
- Forum: Gameplay Help
- Topic: My trains keep trying to loop...
- Replies: 17
- Views: 6660
Re: My trains keep trying to loop...
A train is at risk of deadlocking in a roundabout that has chain signals regardless of block size / train size / etc. if it chooses to repath in the middle of the intersection, and, AFAIK, it is considered a bug to this day. See this thread and this post in particular for demonstration of a single-l...
- Mon May 29, 2017 1:51 am
- Forum: Ideas and Suggestions
- Topic: Manually tell trains to go to disabled stations
- Replies: 3
- Views: 1468
Re: Manually tell trains to go to disabled stations
Basically what the title says. I'd like to manually be able to tell a train to go to a disabled station. For example: I have my outpost station closed if there's less than a full load of ore in the chests. But it's impossible to get there to check if the outpost is still working or if it has dried ...
- Sun May 28, 2017 7:48 pm
- Forum: Gameplay Help
- Topic: help: pump does not pump out fluid wagon
- Replies: 3
- Views: 5730
Re: help: pump does not pump out fluid wagon
assuming that you pulled up to the station on automatic mode (i.e., not manually driven), then i suspect it's because that wagon is on a curved track and, as a result, the pump can't connect properly with the fluid wagon. i would try moving it to a straight rail.
- Sun May 28, 2017 5:59 pm
- Forum: Gameplay Help
- Topic: Stuggles with trains
- Replies: 5
- Views: 2162
Re: Stuggles with trains
Here is a minimal set of signals. We need two chain signals since there are two crossings. The rest can be rail signals. (There are a total of 2 chain signals and 8 rail signals.)
- Sun May 28, 2017 2:52 pm
- Forum: General discussion
- Topic: GUI changed again?
- Replies: 1
- Views: 911
Re: GUI changed again?
i use sandbox + creative mode regularly and i have none of these problems. i would check your hotkeys re: picking up stacks quickly. there is an electric energy source item which provides 5.4PW. not only is there super upgraded personal roboport, fusion reactor and construction bots, but you can als...
- Sun May 28, 2017 6:27 am
- Forum: General discussion
- Topic: warehouse
- Replies: 40
- Views: 14164
Re: warehouse
lategame, a single tile of ressource can be over 100K while a single chest can only store up to around 2.5K raw ressource. it make the inability to properly store the ressource lategame due to a lack of space. So yea chest fail to accomplish their mission. Given that we can't store more space effic...
- Sun May 28, 2017 4:32 am
- Forum: General discussion
- Topic: What do you do when everything needs to be rebuilt?
- Replies: 16
- Views: 11004
Re: What do you do when everything needs to be rebuilt?
What are some tips for getting through the awful slog of having to reposition everything (or a large number of things) in an area? Keep your current factory producing stuff for you. Move a little ways up/down/left/right and start a new factory. You can always tear down the previous factory later. I...
- Fri May 26, 2017 6:49 am
- Forum: General discussion
- Topic: production science pack, harder to made than hi tech science
- Replies: 11
- Views: 4384
Re: production science pack, harder to made than hi tech science
I was curious about this as my anecdotal experience was similar to that of BlakeMW - in late game, once productivity is in place, I found production pack difficulty to be atleast as much as that of hi-tech pack. Below is a comparison of what it costs to produce 100 science per minute for Hi Tech and...
- Fri May 26, 2017 5:54 am
- Forum: General discussion
- Topic: Electric Furnaces vs Steel Furnaces
- Replies: 15
- Views: 51388
Re: Electric Furnaces vs Steel Furnaces
There's a convenience factor with electric where all you need is power. It can give you more options for in situ ore smelting and a little less of a headache for logistics as you only need to move around ore and not ore + fuel. It is for this reason alone that I always make the switch as soon as I ...
- Fri May 26, 2017 4:25 am
- Forum: General discussion
- Topic: Electric Furnaces vs Steel Furnaces
- Replies: 15
- Views: 51388
Re: Electric Furnaces vs Steel Furnaces
But yea, in early to midgame, if you can deal with the hassle of getting fuel to the furnaces, stick with the steel furnaces until you can get modules. I strongly agree with this. Switching to electric furnaces without modules of any kind is tough to justify. Assuming the decision is between gettin...
- Fri May 26, 2017 4:15 am
- Forum: Show your Creations
- Topic: Need for 0.15 "finnished" savegame
- Replies: 2
- Views: 2513
Re: Need for 0.15 "finnished" savegame
Here is my save game for a marathon base with a few hundred rockets launched.
Production stats for the factory can be found in this post: viewtopic.php?f=204&t=47375#p273039
Hope it helps.
https://www.dropbox.com/sh/yl3drwvp1qo8 ... mAvYa?dl=0
Production stats for the factory can be found in this post: viewtopic.php?f=204&t=47375#p273039
Hope it helps.
https://www.dropbox.com/sh/yl3drwvp1qo8 ... mAvYa?dl=0
- Fri May 26, 2017 4:07 am
- Forum: Show your Creations
- Topic: Expensive electronic circuit with beacon
- Replies: 3
- Views: 3710
Re: Expensive electronic circuit with beacon
Nice, I like the compactness. Here is the one I used in my run. I made the guts of it (i.e,. the stuff near the beacons) before the update which gave longer undergrounds so it can probably be made more efficient. I did use longer undergrounds to clean up the belts on the outside for sake of UPS. htt...
- Thu May 25, 2017 5:24 am
- Forum: General discussion
- Topic: solar power plant better than nuclear reactor
- Replies: 20
- Views: 13134
Re: solar power plant better than nuclear reactor
Not entirely. All those solar panels and accus themselves count as items. As long as you use bots to move things around (no belts - keep stuff stacked in chests as much as possible), I think it'd be fairly tight UPS wise between solar and nuclear. It is indeed a lot of entities but what we are conc...
- Wed May 24, 2017 11:16 pm
- Forum: General discussion
- Topic: solar power plant better than nuclear reactor
- Replies: 20
- Views: 13134
Re: solar power plant better than nuclear reactor
... Solar: ... - Requires moderate amount of investment (moderate amounts of resources per solar plant, small amount per battery, but you need a lot of them) ... Nuclear: ... - Requires a high resource investment, both in the buildings and in research ... On a per watt basis, Nuclear is more afford...