Search found 346 matches

by Bauer
Mon Sep 17, 2018 10:25 am
Forum: General discussion
Topic: Choosing train and track sizes
Replies: 70
Views: 30114

Re: Choosing train and track sizes

I also use very long trains for ore. Not the 15/11/15 concept but trains with 12 wagons. However, lets think about eradicators design for a second: I firstly assume that a "typical" ore patch has 10 Mio. ressources. (With productivity research, this boost up, but the range of ore patch siz...
by Bauer
Mon Sep 17, 2018 5:51 am
Forum: General discussion
Topic: Choosing train and track sizes
Replies: 70
Views: 30114

Re: Choosing train and track sizes

It's also worthwile to mention that someone showed a design with 4 locomotives in the middle of the train (can't find the thread). They fit nicely in the loop of an U-shaped station design allowing for very compact builds with long trains.
by Bauer
Fri Sep 14, 2018 9:27 am
Forum: This Forum
Topic: Forum update to phpBB 3.2
Replies: 120
Views: 46436

Re: Today's forum skin update

1: The red is gone. Unread things used to be red and it was east to tell at a glance what was unread. Now the unread icons/colors are the same orange as post title and everything else. It blends in and is nigh impossible to see at a glance now. I want my red back. +1 Can't remember if white or oran...
by Bauer
Fri Sep 14, 2018 9:19 am
Forum: Gameplay Help
Topic: Handling precise fluid amounts... how?
Replies: 33
Views: 11529

Re: Handling precise fluid amounts... how?

Have you tried to NOT use any pumps and/or pipes?
I did a setup in 0.15 with barrell -> assembler (converter) -> assembler (client) that worked pretty predictably.
by Bauer
Fri Sep 14, 2018 9:00 am
Forum: General discussion
Topic: Choosing train and track sizes
Replies: 70
Views: 30114

Re: Choosing train and track sizes

evopwr wrote:
Thu Sep 13, 2018 9:25 pm
Is there a difference to 2-4-2 vs 1-4-3 ? There isn't is there?
No. Except... 1-4-3 looks awful.
by Bauer
Thu Sep 13, 2018 2:07 pm
Forum: General discussion
Topic: Choosing train and track sizes
Replies: 70
Views: 30114

Re: Choosing train and track sizes

The resources needed to build and operate a train are negligible (basically 50 steel). Therefor, I recommend to NOT be parsimonious at this end. I use a 1:1 engine:wagon relation for max throuput. I also use the design suggested by Xtrafresh dividing the engines front and end 50:50, e.g. 2-4-2, with...
by Bauer
Mon Aug 27, 2018 2:05 pm
Forum: General discussion
Topic: Do the Default map gen settings generate cliffs?
Replies: 4
Views: 1954

Re: Do the Default map gen settings generate cliffs?

I think the answer is obious: Cliffs look awesome... yet they are a pain in the ass. I loved them on my first .16 map. However, if you want to do some serious Factorio stuff, they incommodate whatever you are trying to achieve. If they had a benefit other than looking good I would consider trying to...
by Bauer
Wed Jul 18, 2018 7:10 am
Forum: Gameplay Help
Topic: A question about radar.
Replies: 8
Views: 10520

Re: A question about radar.

If you put multiple radars in the same chunk the scanning speed multiplies because they share the job.
by Bauer
Fri Jul 06, 2018 5:58 am
Forum: Gameplay Help
Topic: Lazy bot syndrome. Bug or feature?
Replies: 33
Views: 7589

Re: Lazy bot syndrome. Bug or feature?

ratchetfreak wrote:Then let them get assigned (...) jobs when inside construction range.
That's simple enough and would solve the problem.

- A lost bot is a bot outside (personal) construction range.
- Don't assign jobs to lost bots.
by Bauer
Fri Jul 06, 2018 5:49 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Rail based Mega Refinery
Replies: 4
Views: 9364

Re: Rail based Mega Refinery

Well. This is huge. But there is not "too big" in factorio...
nice.
by Bauer
Thu Jul 05, 2018 11:29 am
Forum: Gameplay Help
Topic: Lazy bot syndrome. Bug or feature?
Replies: 33
Views: 7589

Re: Lazy bot syndrome. Bug or feature?

Obviously it is not a bug but a very annoing feature. Simple solution would be if personal bots gets their jobs assigned either if inside your backpack or charging. And only in those situations. But then a bot can't fly out, place a rail and then deconstruct a tree on the way back. I would sacrific...
by Bauer
Wed Jul 04, 2018 7:47 am
Forum: Gameplay Help
Topic: Fuel unloading from Locomotive
Replies: 10
Views: 6712

Re: Fuel unloading from Locomotive

I fully agree. A few versions ago it was possible to unload fuel from locomotives. I appreciated this feature. Use case: If you load and unload at every station the fuel distributes itself through your rail network like a disease. Now I need fuel deliveries to several hubs of my rail network and can...
by Bauer
Wed Jul 04, 2018 6:21 am
Forum: Gameplay Help
Topic: Lazy bot syndrome. Bug or feature?
Replies: 33
Views: 7589

Re: Lazy bot syndrome. Bug or feature?

This concerns the overall number of ghosts in the game. When you deconstruct an area first all personal robots are assigned to ghosts. Then the rest is assigned to bots from a logistic network (if any). Any ghosts that then remain are put in a global list and processed again and again one ghost per...
by Bauer
Wed Jul 04, 2018 6:09 am
Forum: Railway Setups
Topic: Grid station for ethereal trains
Replies: 4
Views: 3908

Re: Grid station for ethereal trains

Blacksmoker wrote:I agree on the limited number of usecases, but I would guess it could be possible to force signals (edit: by circuit network of course) to green in order to allow trains in.
AFAIK, you can only force a signal to be red. We cannot force a green, can we?
by Bauer
Tue Jul 03, 2018 8:30 am
Forum: Gameplay Help
Topic: inserter and bot problems
Replies: 9
Views: 2349

Re: inserter and bot problems

Hello, 1. inserters are not working with loading labs. I can put an inserter next to the lab, with the required science pack in a box, and it just sits there as if there's nothing to load. I have not successfully been able to get this to work in the vanilla game or with mods. I have been having to ...
by Bauer
Tue Jun 26, 2018 5:59 am
Forum: Ideas and Suggestions
Topic: electric trains
Replies: 176
Views: 64361

Re: Electric trains and track

As an old ottd player I'd love to see the ability to have a second recipe for trains and track to make them electric. The rails could be connected to the grid and draw power depending on train usage. Mainly because I don't like fuelling trains. Plus it would be cool to see electric trains. I feel l...
by Bauer
Tue Jun 05, 2018 1:29 pm
Forum: Show your Creations
Topic: Scalable Production Supply and Product Transport
Replies: 16
Views: 7645

Re: Scalable Production Supply and Product Transport

Except with your design adding a new stations (eventually) reduces the NOT INFINITE transport capacity below the production capacity of even just the first production complex. (Eventually) correct! Given that a wagon is filled by ~28 swings, the "infinite" capacity is reached with 14 stat...
by Bauer
Tue Jun 05, 2018 1:04 pm
Forum: Show your Creations
Topic: Scalable Production Supply and Product Transport
Replies: 16
Views: 7645

Re: Scalable Production Supply and Product Transport

@herkalurk and mrvn: You don't get the point, I fear. This about expandability / ease of use. If I need more green circuits I just add another block and that's it. The train line has a huge capacity, i.e. it's enough for 14 of such blocks. I is actually designed to work with recursive blueprints to...
by Bauer
Tue Jun 05, 2018 9:04 am
Forum: Show your Creations
Topic: Scalable Production Supply and Product Transport
Replies: 16
Views: 7645

Re: Scalable Production Supply and Product Transport

@herkalurk and mrvn: You don't get the point, I fear. This about expandability / ease of use. If I need more green circuits I just add another block and that's it. The train line has a huge capacity, i.e. it's enough for 14 of such blocks. I is actually designed to work with recursive blueprints to...

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