Search found 115 matches
- Wed Nov 29, 2017 9:43 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Late-game marathon Ore to circuits
- Replies: 5
- Views: 4517
Re: Late-game marathon Ore to circuits
I've had good results by moving wires from assembler -> chest -> chest -> assembler with the assemblers touching. This allows alternating lines of beacons to have their maximum effect, and still allows the throughput of chest to chest inserters. The limiting factor here is inserters, a 12 stack inse...
- Wed Nov 29, 2017 3:20 am
- Forum: Gameplay Help
- Topic: Even Stations
- Replies: 10
- Views: 3958
Re: Even Stations
Well in order to do that I'd have to grab some additional territory, and while that would just mean pasting more laser turrets, I've done that a few dozen times and it's gotten old....Jap2.0 wrote:increase production.
- Tue Nov 28, 2017 9:41 pm
- Forum: General discussion
- Topic: Why defending is a dilemma and enemies need polish
- Replies: 28
- Views: 11020
Re: Why defending is a dilemma and enemies need polish
My take on it is that the enemies in Factorio are both too hard and too easy. They're too hard in that if a few get into your factory it is a major problem, and in order to defend against that you need an impressive wall, which is a fair amount of research and expense to deploy and keep up. They're ...
- Mon Nov 27, 2017 1:10 pm
- Forum: Energy Production
- Topic: Hybrid Nuclear/Chemical, version 3 (Post 0.15.11)
- Replies: 13
- Views: 9885
Re: Hybrid Nuclear/Chemical, version 3 (Post 0.15.11)
Fire is a chemical reaction, so the boilers are the chemical part.
- Sun Nov 26, 2017 3:18 pm
- Forum: Balancing
- Topic: Construction range of player
- Replies: 3
- Views: 2448
Re: Construction range of player
There's a mod for that:
viewtopic.php?f=97&t=34909
viewtopic.php?f=97&t=34909
- Sun Nov 26, 2017 3:03 pm
- Forum: Gameplay Help
- Topic: Even Stations
- Replies: 10
- Views: 3958
Re: Even Stations
I don't understand what you're saying.
By greater than the next you mean if it has more in the chests?
I can turn off the stations if there isn't enough in the loading chests, but that doesn't happen often, and even so greatly favors the closest station.
By greater than the next you mean if it has more in the chests?
I can turn off the stations if there isn't enough in the loading chests, but that doesn't happen often, and even so greatly favors the closest station.
- Sun Nov 26, 2017 1:26 am
- Forum: Gameplay Help
- Topic: Even Stations
- Replies: 10
- Views: 3958
Even Stations
I'm trying to send trains to multiple stations with the same name, but it always goes to the nearest station. I've set it up to disable the station if it doesn't have enough to fill or if it is currently busy, but since the loading takes only a few seconds, and my current need is less than that, the...
- Tue Nov 21, 2017 11:21 pm
- Forum: Gameplay Help
- Topic: Train yard management - circuit conditions advice needed
- Replies: 16
- Views: 8673
Re: Train yard management - circuit conditions advice needed
How about just a waiting bay: Waiting Bay.PNG The chain signals only allow one train through, and you could replace the regular signal with another chain or just remove it if you want it to have a big gap between the waiting area and the station. However, I recommend using that space for on-deck tra...
- Mon Nov 20, 2017 6:31 pm
- Forum: Energy Production
- Topic: Optimized Steam Engine Setup
- Replies: 316
- Views: 238696
Re: Optimized Steam Engine Setup
8MJ per lump of coal
/2 for boiler
/1800 for 2 engines at 900 kW each
* 26.67 (or really 40 * 2/3)
equals 59.26
/2 for boiler
/1800 for 2 engines at 900 kW each
* 26.67 (or really 40 * 2/3)
equals 59.26
- Sun Nov 19, 2017 3:24 pm
- Forum: Energy Production
- Topic: Optimized Steam Engine Setup
- Replies: 316
- Views: 238696
Re: Optimized Steam Engine Setup
For a while (before I set up a nuclear power plant) I was using coal powered lasers for defense. And I was constantly getting brown-outs such that the turrets couldn't fire fast enough and were taking damage. So I tried setting up boilers feeding 3 engines and a storage tank. When demand was low, th...
- Fri Nov 17, 2017 3:13 am
- Forum: Railway Setups
- Topic: No Delay on-deck
- Replies: 0
- Views: 1941
No Delay on-deck
Here is a circuit setup to have minimal time between trains. This is mostly for multiple unloading of the same kind with waiting bays holding trains until there is a free unloading bay. It could be used for smaller setups, but the time saved is probably not worth much in that case, it saves 2 to 3 s...
- Thu Nov 16, 2017 6:15 pm
- Forum: Not a bug
- Topic: Problems in S-bend part of rail tutorial
- Replies: 7
- Views: 2691
Re: Problems in S-bend part of rail tutorial
An then there is 'history'. Correctly it's 'an history', but the way I've learned to pronounce 'history' is with an h sound. There are some dialects in England that don't pronounce that 'h' so it becomes ' an istory'. Similarly for 'honor' except I don't pronounce that h either, so it's 'an onor'. E...
- Thu Nov 16, 2017 5:54 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Extreme (infinite) mining with beacons
- Replies: 13
- Views: 24081
Re: Extreme (infinite) mining with beacons
You can put prod modules in miners, but the prod reasearch mostly cancels the benefit when combined with speed modules. This is because normally prod multiples output but subtracts from speed. Speed beacons add the speed back (and then some) so you end up multiplying speed and prod. Prod research ju...
- Wed Nov 15, 2017 10:56 pm
- Forum: Off topic
- Topic: This quote from _The Lorax_ on reddit
- Replies: 11
- Views: 3745
Re: This quote from _The Lorax_ on reddit
I quote this all the time with respect to Factorio, I'm constantly 'Biggering my factory'.
- Wed Nov 15, 2017 10:02 pm
- Forum: This Forum
- Topic: Discussion of Factorio 2 suggestions
- Replies: 10
- Views: 4118
Re: Discussion of Factorio 2 suggestions
I would suggest having a place for these long term ideas, but with the understanding that the devs will ignore it, even when they start on 2.0. At that point they can allow suggestions in the normal place and maybe some one can move over the better ideas. The only down side with this is that there i...
- Wed Nov 15, 2017 9:15 pm
- Forum: Gameplay Help
- Topic: A couple of questions about refueling trains
- Replies: 8
- Views: 4745
Re: A couple of questions about refueling trains
I've found oil plentiful enough to put down a few pumpjacks, pipe oil to the train station and make the rocket fuel there. It only needs to be at one stop for each train.
- Wed Nov 15, 2017 7:35 pm
- Forum: Combinator Creations
- Topic: Balanced Bot Train Loader
- Replies: 10
- Views: 13895
Re: Balanced Bot Train Loader
I don't understand the need for this. The bots will load the requester chests fairly evenly, just set them to request more than the inserters can load, probably 400 or so if you're close to the miners, more if the bots have to travel further. Skip the steel chest buffer and load straight from the re...
- Wed Nov 15, 2017 1:21 pm
- Forum: Gameplay Help
- Topic: Offload based on train contents and a set limit?
- Replies: 3
- Views: 1842
Re: Offload based on train contents and a set limit?
A slight simplification (since I had the same problem dewitpj brought up, and came up with the same solution Lav mentioned. If you have your constants as negative numbers, you don't need the * -1 combinator. and the one reading the chests becomes (IF each < 0 SET each 1). Then take the last combinat...
- Tue Nov 14, 2017 12:22 am
- Forum: Off topic
- Topic: How did you discover Factorio?
- Replies: 69
- Views: 69361
Re: How did you discover Factorio?
Every year our town has a celebration of our (fairly small) town's history. Some one built a water wheel model where the only motorized part is the pump for the water. That got me thinking about water wheels and turbines, so I googled 'steam turbine' or something like that at work, expecting to find...
- Mon Nov 13, 2017 1:57 pm
- Forum: General discussion
- Topic: Speed Modules, What are they good for?
- Replies: 38
- Views: 20098
Re: Speed Modules, What are they good for?
Don't forget that speed and productivity reduce pollution in terms of pollution per item made. They seem to have balanced that for productivity 3's (+10% productivity, +10% pollution), but not for speed. I know there is also a pollution effect tied to energy used, so both productivity and speed do i...