Search found 336 matches
- Sun May 28, 2017 4:03 pm
- Forum: Gameplay Help
- Topic: Those damn train signals
- Replies: 9
- Views: 3876
Re: Those damn train signals
I usually use this rule: If a track crosses another track place a chain signal infront of the crossing on both lines and a rail signal after. If two tracks converge ... do the same. It works always. The picture that Kelderek showed does it differently in order to give the main line priority over the...
- Sun May 28, 2017 3:54 pm
- Forum: Ideas and Suggestions
- Topic: Options for inserters
- Replies: 1
- Views: 975
Re: Options for inserters
Theres a mod that does this. I dont know the name though..
- Sat May 27, 2017 12:45 am
- Forum: Not a bug
- Topic: 15.12 Weapon GUI blocking information panel stats
- Replies: 1
- Views: 1013
Re: 15.12 Weapon GUI blocking information panel stats
Change UI scale and you can see it again.
- Sat May 27, 2017 12:44 am
- Forum: Energy Production
- Topic: Solar Array W/ Logistic network
- Replies: 20
- Views: 34938
Re: Solar Array W/ Logistic network
If you're wondering how to post blueprint strings: Use
Here, Quote this.
NAME HERE
- Sat May 27, 2017 12:39 am
- Forum: Duplicates
- Topic: Construction bots idle when there are valid work orders
- Replies: 3
- Views: 1426
Re: Construction bots idle when there are valid work orders
You can delete ghosts using the new filter mechanic of deconstruction planners or without.
- Fri May 26, 2017 8:42 pm
- Forum: General discussion
- Topic: How accurate is the energy info?
- Replies: 6
- Views: 2823
Re: How accurate is the energy info?
The devs tend to do many things different than the rest of the world. I think thats sad.
Its a great game nontheless!
Its a great game nontheless!
- Fri May 26, 2017 10:11 am
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 107466
Re: Combinator-free design?
Seems to me you don't need the constant combinator, because you can just use the steam signal directly (as in: steam < 1,000,000). For that matter you don't need the decider combinator, since you can enable the inserter directly using the steam signal as well. I tested this with your blueprint (put...
- Thu May 25, 2017 6:30 pm
- Forum: Off topic
- Topic: [Redeemed] Dungeons 2 key for free
- Replies: 3
- Views: 1666
Re: Dungeons 2 key for free
Its gone. And he didnt even thank you
- Wed May 24, 2017 11:13 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 876951
Re: 4-way intersection testing: Throughput and deadlocks
Here is a simple traffic light system that I put together for you to test stuff with. You can use it with every intersection. You can change the time it takes to switch using the T value in the constant combinator. It is now set to 300 ticks = 5 seconds. If you use it in other junctions you have to ...
- Wed May 24, 2017 8:18 pm
- Forum: Technical Help
- Topic: UPS problems in large base.
- Replies: 13
- Views: 6114
Re: UPS problems in large base.
Well you could use all bots instead of belts. That would give you many more UPS, I think.
- Wed May 24, 2017 8:15 pm
- Forum: Show your Creations
- Topic: Expensive electronic circuit with beacon
- Replies: 3
- Views: 3685
Re: Expensive electronic circuit with beacon
As you can see it use more than 1 blue belt of copper on each side (42.5 unit) so you need to bring more than a belt but for those who don't want it will sitll work quite good without the 2.5 more copper). Same problem with the iron, it consule 46.6 iron/s. THIS IS .... http://68.media.tumblr.com/d...
- Tue May 23, 2017 4:31 pm
- Forum: Ideas and Suggestions
- Topic: Expanded Hover Data in Production
- Replies: 4
- Views: 1868
Re: Expanded Hover Data in Production
This is a very good idea! It'll fit good with my 3 decimal demands xD
- Mon May 22, 2017 6:56 pm
- Forum: Energy Production
- Topic: Tileable nuclear design 3040MW+n*3200MW
- Replies: 17
- Views: 22845
Re: Tileable nuclear design 3040MW+n*3200MW
I cannot imagine it working. I spend hours making a setup that does not suffer from the new heatpipe mechanic. In every of my 9 attempts I had to arrange the heatexchangers around the reactor.quinor wrote:Mine? Tested about an hour.
- Mon May 22, 2017 6:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.12] [kovarex] Map doesn't correctly update when using landfill
- Replies: 7
- Views: 3849
Re: [0.15.12] Map doesn't correctly update when using landfill
But I mean the streaks of water.
It can also happen when the map is generating. Using radars or something.
It can also happen when the map is generating. Using radars or something.
- Mon May 22, 2017 6:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.12] [kovarex] Map doesn't correctly update when using landfill
- Replies: 7
- Views: 3849
Re: [0.15.12] Map doesn't correctly update when using landfill
Ive seen that too when using radars to get rid of FOW. Its not only happening when using landfill.
- Mon May 22, 2017 12:43 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 107466
Re: The perfect OCD compliant power plant! Now 0.15.11 safe
1. Your 8-reactor block has 96 heat exchangers ... I just re-read your post and you're mistaken. My reactor has 112 heat exchangers. ;) Still take a look at my other post after yours, it took some time. EDIT: Realized I can save 7 combinators. Here's the new example blueprint of the logic: 0eNrlXV9...
- Mon May 22, 2017 12:37 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 107466
Re: The perfect OCD compliant power plant! Now 0.15.11 safe
Yes, an autostart. Note that the autostart should move the refuel token and not refuel in itself. So a few things factor into this: A) at the start fuel is just coming out of the centrifuge so you might not have 6 fuel per reactor to drop in. A new fuel would be dropped in every time a set of fuel ...
- Mon May 22, 2017 12:47 am
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 107466
Re: The perfect OCD compliant power plant! Now 0.15.11 safe
Ok, Taipion and the guys, what about this: 0eNrtXW1v4zYS/itef44X4jsVHA7o3bWHfikW/XIFDgtDdpREWNnyyXLabZH/fpTtOIo4lDiUHXuTLRbdjSKOyJmH88bR6K/xLN+kqzJbVuPrv8bZvFiux9f//Wu8zu6WSV5fq76u0vH1OKvSxfhqvEwW9U/LzTxPk3JSpsm8Ksrx49U4W96kf4yvyeNV7+ibdJ7dpOVkXixm2TJ5SYCCBB6ystqYKwcauzsmPzZGMtTI3xoj+ePnq3G6rLIqS3fr...
- Sun May 21, 2017 9:51 pm
- Forum: Bob's mods
- Topic: Nuclear ideas (Thorium and others)
- Replies: 69
- Views: 34960
Re: Thorium ideas
Nah, you should have enrichment because otherwise you dont have enough U235. You need that for fission. But the approach from the devs to this is bad and weird. You shouldnt get a U235 with a chance of 0.7 or something. Its should be called Processed uranium ore or something and then you put that in...
- Sun May 21, 2017 2:20 pm
- Forum: General discussion
- Topic: Never noticed Factorio had music ingame until recently
- Replies: 1
- Views: 977
Re: Never noticed Factorio had music ingame until recently
Some of it sounds like it comes from WoW, but yea. xD Should increase the volume by standard.