Search found 80 matches

by Wackerstamfer
Tue Jan 16, 2018 2:17 pm
Forum: Ideas and Suggestions
Topic: Train to train loading --> bigger chests (1x2)
Replies: 20
Views: 5440

Re: Train to train loading --> bigger chests (1x2)

I would personally prefer some storage building 2x3. This would really help balancing load/unload stations as well as help different uneven transitions. 2x3 could be done with three times 1x2 chests or two times 1x2 with inserters in between. neither would limit the throughput. Balancing could be d...
by Wackerstamfer
Tue Jan 16, 2018 1:51 pm
Forum: Ideas and Suggestions
Topic: Train to train loading --> bigger chests (1x2)
Replies: 20
Views: 5440

Re: Train to train loading --> bigger chests (1x2)

See https://forums.factorio.com/viewtopic.php?f=18&t=53839#p315971 and https://forums.factorio.com/viewtopic.php?f=6&t=53858 . yes, I've stated these solutions in the OP and why I do not like them. Also there are mods that add 4x4 and 6x6 storage warehouses. As with the above, I do not want...
by Wackerstamfer
Tue Jan 16, 2018 11:28 am
Forum: Ideas and Suggestions
Topic: Train to train loading --> bigger chests (1x2)
Replies: 20
Views: 5440

Re: Train to train loading.

darkfrei wrote:It can be added as mod, why not.
That, or vanilla implemented, a 1x2 chest (as suggested in the OP) would provide good solutions for factory recepis that require 2 inserters to feed it to keep up with the factory speed etc..
I can see a lot of used for even instead of uneven spacing options! :P
by Wackerstamfer
Tue Jan 16, 2018 11:05 am
Forum: Ideas and Suggestions
Topic: Train to train loading --> bigger chests (1x2)
Replies: 20
Views: 5440

Re: Train to train loading.

Thank you. While true, this is far from optimal: inserters.png A long handed inserter with capacity bonus 7, can move 3 items per second (chest to chest) A stack inserter with capacity bonus 7 can move 12 items per second (chest to chest) your design has 2 long arms, so make it 6 items per second. T...
by Wackerstamfer
Tue Jan 16, 2018 10:04 am
Forum: Ideas and Suggestions
Topic: Train to train loading --> bigger chests (1x2)
Replies: 20
Views: 5440

Re: Train to train loading.

I play vanilla, and I believe it should be possible in vanilla.

Track, inserter, box inserter box inserter track is uneven so no, that wont fit.

as stated in OP spacing between tracks is always an even amount. any solution with stack insterters and chest is uneven..
by Wackerstamfer
Tue Jan 16, 2018 8:47 am
Forum: Ideas and Suggestions
Topic: Train to train loading --> bigger chests (1x2)
Replies: 20
Views: 5440

Train to train loading --> bigger chests (1x2)

I did a quick search but could not find a related topic, though I think there probably is one, but anyways... Due to te fact that rail-tracks can only be placed in 2 space intervals, ( i.e. straight tracks can never overlap), the distance between tracks is always an even amount. A chest buffer howev...
by Wackerstamfer
Mon Jan 15, 2018 12:49 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 371238

Re: Friday Facts #225 - Bots versus belts (part 2)

Making / inventing balancers for your needs is part of the fun! Factorio would not be Factorio without some crazy belt spaghetti ! :o
by Wackerstamfer
Mon Jan 15, 2018 11:55 am
Forum: Not a bug
Topic: [0.16.16] mining prod research location in research tree
Replies: 8
Views: 2363

Re: [0.16.16] mining prod research location in research tree

I had a look at it. I took the raw cost per science bottle: science1.png And just added up all materials for each research science2.png the total is just the sum of all raw materials times a weighting factor. This way you can force some sorting. science3.png I did not do it for all research as this ...
by Wackerstamfer
Mon Jan 15, 2018 8:44 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] biters still inactive - pathfinding over landfill?
Replies: 10
Views: 5997

Re: [Oxyd] biters still inactive - pathfinding over landfill?

Thanks for the thread hijack with an unrelated issue. Have you tried engaging the biters with arty shells? my experience is that biters that were stuck in 16.15 will move when shot at in 16.16. I managed to clear all "inactive"/frozen ones (that were path-finding) and my UPS is back to 60 ...
by Wackerstamfer
Mon Jan 15, 2018 8:31 am
Forum: Not a bug
Topic: [0.16.16] mining prod research location in research tree
Replies: 8
Views: 2363

Re: [0.16.16] mining prod research location in research tree

I wouldn't change current sorting for normal science. For infinite science (or all science if it works out) how would it look if you'd just sort based on total raw materials (ores/oil) I guess that your grouping would still be somewhat true, and really expensive research will get at the end of the t...
by Wackerstamfer
Sat Jan 13, 2018 1:46 pm
Forum: Duplicates
Topic: [16.16]Blueprint shows incorrect fluid connection on factory
Replies: 3
Views: 1291

Re: [16.16]Blueprint shows incorrect fluid connection on factory

should indeed only have one in/output as depicted by the already build factories in the top of your screenshot.
by Wackerstamfer
Fri Jan 12, 2018 3:50 pm
Forum: Not a bug
Topic: [0.16.16] mining prod research location in research tree
Replies: 8
Views: 2363

Re: [0.16.16] mining prod research location in research tree

But isn't it counter intuitive that the mining productivity 23 only costs 2200 bottles (and without military) but is further up the tree than artillery range 4 which requires a 10 fold amount. With earlier science one gets the notion that more expensive research is placed further back. With normal s...
by Wackerstamfer
Fri Jan 12, 2018 1:45 pm
Forum: Duplicates
Topic: [0.16.16] Blueprint circuit network wires bug
Replies: 5
Views: 2073

Re: [0.16.16] Blueprint circuit network wires bug

It's not a bug, it's a feature 8-)
by Wackerstamfer
Fri Jan 12, 2018 9:14 am
Forum: Minor issues
Topic: [0.16.16] logistic bots warp over chunk border
Replies: 2
Views: 1062

Re: [0.16.16] logistic bots warp over chunk border

Clear, thanks for the reply
by Wackerstamfer
Fri Jan 12, 2018 8:35 am
Forum: Minor issues
Topic: [0.16.16] logistic bots warp over chunk border
Replies: 2
Views: 1062

[0.16.16] logistic bots warp over chunk border

I've noticed that logistic bots get warped over the chunk edge. This is not directly clear but when say 5000 bots are active, you can clearly distinguish chunk edges based on the bot swarm. They seem to offset a bit up and to the right. It's hard to capture in a screenshot but should be visible in t...
by Wackerstamfer
Fri Jan 12, 2018 8:29 am
Forum: Not a bug
Topic: [0.16.16] mining prod research location in research tree
Replies: 8
Views: 2363

Re: [0.16.16] mining prod research location in research tree

Hmm interesting... resulting sequence seems weird/not intuitive to me though

sorting based on raw required materials seems more logical to me.
by Wackerstamfer
Thu Jan 11, 2018 8:16 pm
Forum: Not a bug
Topic: [0.16.16] mining prod research location in research tree
Replies: 8
Views: 2363

[0.16.16] mining prod research location in research tree

I believe that the research is sorted based on research cost.
Mining productivity however is not sorted correctly. Artillery and laser research cost way more.
screenshot
by Wackerstamfer
Thu Jan 11, 2018 6:15 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] biters still inactive - pathfinding over landfill?
Replies: 10
Views: 5997

Re: [Oxyd] biters still inactive - pathfinding over landfill?

Yes they are active and path-finding. The base next to it also has a large body of water in between and it seemed to me that the land-filled area was not a favorite in the path-finding algorithm but it found one eventually. One could argue that with that path found, the biters in the base next to it...
by Wackerstamfer
Thu Jan 11, 2018 2:01 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] biters still inactive - pathfinding over landfill?
Replies: 10
Views: 5997

Re: [16.16] biters still inactive - pathfinding over landfill?

yes, biters that were affected are still standing still but I find that they will start moving when you shoot at them (which they did not do before).

My report is on a new biter base that was still in the fog before the 16.16 patch.
by Wackerstamfer
Wed Jan 10, 2018 9:54 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] biters still inactive - pathfinding over landfill?
Replies: 10
Views: 5997

[Oxyd] biters still inactive - pathfinding over landfill?

New biter mechanic are way better than before but there are still some inactive biters around. They seem to be having a hard time finding a path over landfilled area. The base next to it took its time but eventually started moving. These however stay inactive even when they as I believe have found a...

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