Search found 61 matches
- Wed Aug 30, 2017 6:34 am
- Forum: General discussion
- Topic: What is everyone's preferred train size
- Replies: 70
- Views: 46844
Re: What is everyone's preferred train size
I have mostly used 1-4. working with belts in groups of 4 works pretty well, so one-belt-per-car station design fits in with that. I'm beginning to reach a point where longer trains might make sense, but so much of my infrastructure is built for 1-4 trains that I'm reluctant to change.
- Fri Aug 25, 2017 3:24 pm
- Forum: General discussion
- Topic: Logistic Network Loop Problem
- Replies: 14
- Views: 6138
Re: Logistic Network Loop Problem
Taking your coal example: feed a passive provider with coal. Tie the inserter to the logistics network and say operate if coal is less than 100 or whatever number. Take a constant combinator, set it to the same number but negative, -100 coal. Get a decider combinator and feed in on one colour a wire...
- Fri Aug 11, 2017 5:12 pm
- Forum: General discussion
- Topic: Main Bus Design
- Replies: 12
- Views: 11730
Main Bus Design
I've watched a load of youtube playthroughs and built some half decent factories myself. I've noticed a fairly standard concept for a main bus for most of the youtubers I've watched. At one end of the main bus you have smelters to feed 4 lanes each of iron plates and copper plates, a couple of lanes...
- Thu Aug 03, 2017 4:30 pm
- Forum: General discussion
- Topic: Lazy Bastard Archievement in 0.15
- Replies: 7
- Views: 4221
Re: Lazy Bastard Archievement in 0.15
I have completed the achievement on 0.15 in 106 crafts, so I can confirm it is definitely possible on normal recipes! Katherine of Sky started a new YouTube play through on getting this achievement recently, so if you want a few pointers, check it out.
- Wed Jun 21, 2017 6:49 am
- Forum: General discussion
- Topic: So, I was going to play OpenTTD next but then...
- Replies: 24
- Views: 11943
Re: So, I was going to play OpenTTD next but then...
The OTTD system is probably a closer representation of how real world signals work: signals controlling a junction will show red until a path for a specific train is set, then the signal clears for the train to pass. This is fine in a real world railway context, but not so good in a gameplay sense. ...
- Fri Jun 16, 2017 6:47 am
- Forum: General discussion
- Topic: Lazy Bastard Achievement - No hand crafting challenge
- Replies: 62
- Views: 104133
Re: Lazy Bastard Achievement - No hand crafting challenge
Finally got there, the rocket is away, with 106 crafts on the clock. I played on a rail world map setting, no other changes. The main challenge is getting started because you can't make even a second burner miner without assembly machine 2, so there was a lot of picking up the miner and shifting it ...
- Wed Jun 07, 2017 3:57 pm
- Forum: General discussion
- Topic: Platinum and gold
- Replies: 25
- Views: 9321
Re: Platinum and gold
I think you're confusing platinum with titanium. Platinum has some very useful properties, particularly as a catalyst for chemical reactions, but mechanical strength is not one of them. Titanium, on the other hand, has very good mechanical properties, particularly for high temperatures. There is a h...
- Tue May 30, 2017 4:52 pm
- Forum: General discussion
- Topic: Chest provision
- Replies: 7
- Views: 3480
Re: Chest provision
I've seen the KoS tutorial video. The problem with that solution, and the reason a logistics network solution is needed is the requirement the other person who started the thread specified, that the lower level items remain available even after the higher level items are being made. Rather than belt...
- Tue May 30, 2017 4:35 pm
- Forum: General discussion
- Topic: Lazy Bastard Achievement - No hand crafting challenge
- Replies: 62
- Views: 104133
Re: Lazy Bastard Achievement - No hand crafting challenge
I'd like to add an update to this for Factorio 0.15.x. Crafted Items with xn in brackets is the number of items from one craft. 1x Boiler - 4x Pipe - 1x Stone Furnace 1x Assembling Machine - 3x Electronic Circuit - 5x Copper Cable (x2) -- You'll have one cable left over - 5x Iron Gear Wheel 1x Asse...
- Mon May 29, 2017 7:50 pm
- Forum: General discussion
- Topic: Do You Feel Full Logistic Behind Yellow Pushes Lasers Early?
- Replies: 28
- Views: 9555
Re: Do You Feel Full Logistic Behind Yellow Pushes Lasers Early?
I can appreciate the reason for putting requester chests so far up the tech tree. Perhaps a compromise would be a "requester turret" that can get supplied by ammunition by logistics bots in its own rights would be a solution.
- Mon May 29, 2017 7:37 pm
- Forum: General discussion
- Topic: Blueprints! Why didnt you tell me this before?
- Replies: 15
- Views: 4886
Re: Blueprints! Why didnt you tell me this before?
A blueprint tutorial that comes up like the railway ones when you unlock construction bots would definitely be a good addition.
- Mon May 29, 2017 7:33 pm
- Forum: General discussion
- Topic: Chest provision
- Replies: 7
- Views: 3480
Re: Chest provision
Have the output of your yellow belt assembler feed into a requester chest that feeds the red belt assembler and tie it into the logistics network, asking it to run if the logistics network drops below a threshold. If you are worried about running out, have a second inserter with the same condition f...
- Mon May 29, 2017 5:16 pm
- Forum: General discussion
- Topic: All achievements get!
- Replies: 9
- Views: 3670
Re: All achievements get!
I'm working on a Lazy Bastard build (started post-0.15 science). The biggest challenge is getting that first assembly machine 2. You can't craft either burner or electric miners in an assembly 1, nor any kind of inserter. That means hand feeding one assembler, supplied by one burner miner for all th...
- Fri May 19, 2017 9:15 pm
- Forum: Gameplay Help
- Topic: Circuits for Supply and Construction Trains
- Replies: 5
- Views: 2941
Re: Circuits for Supply and Construction Trains
Thanks, It's a shame we can't do this, but at least you've confirmed that I'm not missing some feature of the game.
- Fri May 19, 2017 5:27 pm
- Forum: Gameplay Help
- Topic: Circuits for Supply and Construction Trains
- Replies: 5
- Views: 2941
Circuits for Supply and Construction Trains
I'm working on automating my outpost supply and construction trains. I have it set up now that each outpost has a disconnected logistics network, and at the supply station there is a constant combinator that specifies the logistics network must maintain a certain number of certain items spare in tha...
- Sat May 06, 2017 9:40 am
- Forum: General discussion
- Topic: If you could walk on pipes in Factorio, would you build less underground pipes?
- Replies: 42
- Views: 14973
Re: If you could walk on pipes in Factorio, would you build less underground pipes?
A major reason I use underground pipes is that I can control what connections are made and not made.
- Sat May 06, 2017 9:11 am
- Forum: General discussion
- Topic: Problems Fueling Trains
- Replies: 4
- Views: 1537
Re: Problems Fueling Trains
Great to know. I had a couple of trains grind to a halt yesterday and wasn't sure if I'd done something wrong. I'm impressed with the speed of bug fixes coming out.
- Tue May 02, 2017 4:56 pm
- Forum: General discussion
- Topic: 0.15 comments:
- Replies: 4
- Views: 2438
Re: 0.15 comments:
- Steam boilers are very short-lived now. Can't see the use of them once you get a single nuclear station up with even just three turbines on one heat exchanger. - I got nuclear power early on. Had to stop my steam because I was just burning coal for no reason. One screen of nuclear and a couple of...
- Fri Apr 28, 2017 6:29 am
- Forum: General discussion
- Topic: Does Math Ruin this Game?
- Replies: 58
- Views: 25406
Re: Does Math Ruin this Game?
Unless you can predict whether the peak draw is during the day or at night, the ratio remains exactly the same, 0.84. If the total power output is insufficient, you are most likely to experience the deficiency during peak loads, and if it's insufficient, you add more in the standard ratio, not bias...
- Thu Apr 27, 2017 4:30 pm
- Forum: General discussion
- Topic: Getting rid of alien artifacts is a bad idea
- Replies: 74
- Views: 27633
Re: Getting rid of alien artifacts is a bad idea
Last weekend I wanted to finish off the play through I had been working on by launching a rocket before 0.15 dropped. In the course of building out the base and securing the resources I needed for all the red green and blue science and to be able to build the rocket. I'd cleared out two or three bit...