Search found 207 matches

by ColonelSandersLite
Mon Sep 12, 2022 4:33 pm
Forum: Railway Setups
Topic: Following Trains on Single Track Lines With Prototype Demo
Replies: 15
Views: 3404

Following Trains on Single Track Lines With Prototype Demo

This is a prototype design I have been toying with to achieve something we do IRL all the time. Imagine that we have our main base area and out somewhere in the distance we have an outpost and that these two things are connected by single track with bi-directionally running trains. In factorio land,...
by ColonelSandersLite
Mon Sep 12, 2022 3:39 pm
Forum: Gameplay Help
Topic: Is it possible to read the amount of fluid in a fluid wagon and output the result to a signal?
Replies: 25
Views: 3236

Re: Is it possible to read the amount of fluid in a fluid wagon and output the result to a signal?

Is it possible to check how much fluid is in a fluid wagon in order to disable a pump? For a train at a train stop, you can read its contents through a circuit connection to the train stop. That is the sum of all wagons rather than an individual wagon, but it is the closest you can get. This is cor...
by ColonelSandersLite
Mon Sep 12, 2022 11:33 am
Forum: Gameplay Help
Topic: How common is it to deconstruct EVERYTHING and start over late-mid game?
Replies: 38
Views: 7967

Re: How common is it to deconstruct EVERYTHING and start over late-mid game?

How often do players get overwhelmed later in the game, and then use robotics to completely dismantle their base and start over more organized? Like lay out a bunch of storage chests, select the entire factory, and dismantle that thing? Getting back to the original question. K, here's my own person...
by ColonelSandersLite
Sun Sep 11, 2022 12:12 pm
Forum: Railway Setups
Topic: PDQ Count Perfect Wagon Loader
Replies: 0
Views: 1240

PDQ Count Perfect Wagon Loader

I wouldn't be surprised if something similar has been done before, but this is my solution to a specific problem - Imagine you want to load a specific wagon or some arbitrary number of wagons with a specific arbitrary amount of bulk goods and this number does not correspond to the stack size. It nee...
by ColonelSandersLite
Fri Sep 09, 2022 1:59 pm
Forum: Gameplay Help
Topic: Kovarex in a row anyone?
Replies: 56
Views: 13266

Re: Kovarex in a row anyone?

Once the covarex process runs you are right. When you switch over to emptying the chests you probably won't get them empty for a long time at least. It's a bunch of train cars full to get the first 40 light uranium. I hear some people put it in a wooden chest and shoot it. The '"dark" ura...
by ColonelSandersLite
Fri Sep 09, 2022 12:56 pm
Forum: Gameplay Help
Topic: I don’t understand the reasoning behind Nuclear Power (a finite resource)
Replies: 46
Views: 6836

Re: I don’t understand the reasoning behind Nuclear Power (a finite resource)

One Covarex centrifuge with 2x productivity modules 3 surrounded by beacons produces an U-238 every ~8 seconds. Well, there's 2 reasons that just ain't gonna hunt in my eyes. snip Ups, I mend U235. You get tons and tons of U238 from the ore directly. Well, I mean, disregard that post then because I...
by ColonelSandersLite
Fri Sep 09, 2022 10:47 am
Forum: Gameplay Help
Topic: I don’t understand the reasoning behind Nuclear Power (a finite resource)
Replies: 46
Views: 6836

Re: I don’t understand the reasoning behind Nuclear Power (a finite resource)

It could of course be made better with circuit or belt magic so that the first centrifuge doesn't stockpile uranium 235 and let it be available for a second machine. Which is a nice challenge :) A nice challenge with a remarkably simple solution discussed at length here :) . Personally, I go with a...
by ColonelSandersLite
Fri Sep 09, 2022 7:50 am
Forum: Gameplay Help
Topic: I don’t understand the reasoning behind Nuclear Power (a finite resource)
Replies: 46
Views: 6836

Re: I don’t understand the reasoning behind Nuclear Power (a finite resource)

One Covarex centrifuge with 2x productivity modules 3 surrounded by beacons produces an U-238 every ~8 seconds. Well, there's 2 reasons that just ain't gonna hunt in my eyes. A u-238 every 8 seconds is wholly insufficient for ammo production. That barely covers my average consumption and ammo deman...
by ColonelSandersLite
Thu Sep 08, 2022 10:05 pm
Forum: Gameplay Help
Topic: I don’t understand the reasoning behind Nuclear Power (a finite resource)
Replies: 46
Views: 6836

Re: I don’t understand the reasoning behind Nuclear Power (a finite resource)

That totally explains it. I usually set up one or two as soon as I research centrifuges and let it churn away on uranium. Then by the time I have Covarex I likely have the 40 U-235 needed. Well you see, one centrifuge works out to (with a degree of randomness) approximately 40 u-235 in 19 hours. I'...
by ColonelSandersLite
Thu Sep 08, 2022 9:13 pm
Forum: Gameplay Help
Topic: Help needed: Requisition order via circuits
Replies: 29
Views: 3262

Re: Help needed: Requisition order via circuits

Thank you both I'm gonna give you a heads up here. I have seen two different youtubers try this and both ended up with the same problem - LAG. Those vehicle mods are heavy on the scripting and they'll eat your frame rate PDQ. It's doable if you have a good system and you keep your goals modest thou...
by ColonelSandersLite
Thu Sep 08, 2022 2:57 pm
Forum: Gameplay Help
Topic: Help needed: Requisition order via circuits
Replies: 29
Views: 3262

Re: Help needed: Requisition order via circuits

Does AAI let you read some sort of docked vehicle ID like train stations do? If so, I would use that to detect when a vehicle leaves the station and reset all memory when that happens. The design spec I gave myself is LTN but with cars I'm gonna give you a heads up here. I have seen two different yo...
by ColonelSandersLite
Thu Sep 08, 2022 2:35 pm
Forum: Gameplay Help
Topic: I don’t understand the reasoning behind Nuclear Power (a finite resource)
Replies: 46
Views: 6836

Re: I don’t understand the reasoning behind Nuclear Power (a finite resource)

That's good to hear you plan to share :) 🤣 Thats awesome Very impressive. Wow, blueprints please. I'm glad you guys enjoyed that. I'll share the tools I made once I have them in a more user friendly state. ATM, they're just kinda kludgy. Did you make them by hand or did you write a image-to-bluepri...
by ColonelSandersLite
Thu Sep 08, 2022 2:27 pm
Forum: Gameplay Help
Topic: I don’t understand the reasoning behind Nuclear Power (a finite resource)
Replies: 46
Views: 6836

Re: I don’t understand the reasoning behind Nuclear Power (a finite resource)

I'm gonna kind of group some of these general thoughts together so as to avoid multiple posts. Not trying to misrepresent anyone's point or anything. I just find it uggly. And then you always design the chest field to small and at some point it's full and you only notice because you have a blackout....
by ColonelSandersLite
Thu Sep 08, 2022 12:22 pm
Forum: Gameplay Help
Topic: I don’t understand the reasoning behind Nuclear Power (a finite resource)
Replies: 46
Views: 6836

Re: I don’t understand the reasoning behind Nuclear Power (a finite resource)

Edited - disregard this post. had a mistake where I read some numbers from the wrong save.
by ColonelSandersLite
Wed Sep 07, 2022 9:20 pm
Forum: Gameplay Help
Topic: I don’t understand the reasoning behind Nuclear Power (a finite resource)
Replies: 46
Views: 6836

Re: I don’t understand the reasoning behind Nuclear Power (a finite resource)

too bad it's too big for blueprint x) They're actually blueprintable just fine. A lot of that work is done with just a custom blueprint tile book and manual touch ups. I wrote a custom java tool to help with the more intricate designs in image A. That would be the trinity knot (but not it's border)...
by ColonelSandersLite
Wed Sep 07, 2022 8:42 pm
Forum: Gameplay Help
Topic: I don’t understand the reasoning behind Nuclear Power (a finite resource)
Replies: 46
Views: 6836

Re: I don’t understand the reasoning behind Nuclear Power (a finite resource)

FuryoftheStars wrote:
Wed Sep 07, 2022 7:59 pm
ColonelSandersLite wrote:
Wed Sep 07, 2022 7:56 pm
I got so incredibly bored with them that I have abandoned the tilable designs for something a bit more interesting to look at.

celtic power A.jpg

celtic power B.jpg

So... I guess I'm running on celtic power now. That's green right?
That’s awesome. :lol:
Thanks!
by ColonelSandersLite
Wed Sep 07, 2022 8:38 pm
Forum: Gameplay Help
Topic: I don’t understand the reasoning behind Nuclear Power (a finite resource)
Replies: 46
Views: 6836

Re: I don’t understand the reasoning behind Nuclear Power (a finite resource)

I agree with nosferatu. You certainly do not need nuclear to launch a rocket. It will cost you tons of research, resources and time to build that you can better spend launching the rocket. If launching the rocket is all you want to do then nuclear is the wrong thing. You don't even need solar, ther...
by ColonelSandersLite
Wed Sep 07, 2022 7:56 pm
Forum: Gameplay Help
Topic: I don’t understand the reasoning behind Nuclear Power (a finite resource)
Replies: 46
Views: 6836

Re: I don’t understand the reasoning behind Nuclear Power (a finite resource)

And by the time you get to nuclear you should have fields and fields of solar panels like I do, so it’ll take quite a few reactors to run your factory. Here's the thing from my perspective - Solar is pretty expensive, takes up a ton of space, and is very boring. Sooooooo boring. I will only build i...
by ColonelSandersLite
Wed Sep 07, 2022 7:17 pm
Forum: Gameplay Help
Topic: I don’t understand the reasoning behind Nuclear Power (a finite resource)
Replies: 46
Views: 6836

Re: I don’t understand the reasoning behind Nuclear Power (a finite resource)

On my current map, I want to create a really big and well laid out factory ...I created 2 nuclear plant layouts: one 2x2 as start (480 MW) and one tileable 2x8 (2.4 GW). The last one will last forever, I assume. One thing less to think about: when to extend the solar panel fields. It depends on wha...
by ColonelSandersLite
Tue Sep 06, 2022 4:38 pm
Forum: Gameplay Help
Topic: How common is it to deconstruct EVERYTHING and start over late-mid game?
Replies: 38
Views: 7967

Re: How common is it to deconstruct EVERYTHING and start over late-mid game?

Cripes, I think I see what you were talking about, now. Yeah, sorry, the exit signals don't need to be chain. Been on break for a while, and I don't have any BPs with a 1 track spacing like what you are using. Still has errors man. Hint - you only need two chain signals to make that work fine. Hint...

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