Search found 346 matches
- 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...
- 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.
- 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...
- 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.
I did a setup in 0.15 with barrell -> assembler (converter) -> assembler (client) that worked pretty predictably.
- Fri Sep 14, 2018 9:00 am
- Forum: General discussion
- Topic: Choosing train and track sizes
- Replies: 70
- Views: 30114
- 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...
- 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...
- Fri Jul 20, 2018 9:50 am
- Forum: General discussion
- Topic: The thing about blueprints which fell under the table
- Replies: 10
- Views: 4172
- 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.
- 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?
That's simple enough and would solve the problem.ratchetfreak wrote:Then let them get assigned (...) jobs when inside construction range.
- A lost bot is a bot outside (personal) construction range.
- Don't assign jobs to lost bots.
- 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.
nice.
- 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...
- 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...
- 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...
- 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
AFAIK, you can only force a signal to be red. We cannot force a green, can we?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.
- 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 ...
- 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...
- 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...
- 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...
- 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...