Search found 596 matches
- Sat Feb 12, 2022 10:41 pm
- Forum: Gameplay Help
- Topic: Make a two way two Train Shuttle
- Replies: 3
- Views: 1344
Re: Make a two way two Train Shuttle
You can read a train’s ID at the station. Use that. Connect both stations to global circuit network (or at least get the two wired up together). Station A : Read Train ID. When Train ID < 1, then output A = 1. Station B : Read Train ID. When Train ID < 1, then output B = 1. Trains : At Station A, wa...
- Sat Feb 12, 2022 5:45 pm
- Forum: Gameplay Help
- Topic: More Expressive Combinators
- Replies: 9
- Views: 2425
Re: More Expressive Combinators
That’s why I said they can only decrease complexity for specific applications. There are many things that can be done (just look at the Combinator Creations part of these boards!) that these things will not affect at all. And there are plenty of things that they will make somewhat simpler, but an in...
- Fri Feb 11, 2022 8:25 pm
- Forum: Gameplay Help
- Topic: More Expressive Combinators
- Replies: 9
- Views: 2425
Re: More Expressive Combinators
I get the sense that there is one thing in particular that could be made as a circuit network device. Its commonly suggested as an answer to some problems .. A SR Latch. Sends a signal out when an input signal drops below some configurable amount, and stops sending that signal out when the input sig...
- Wed Feb 09, 2022 2:33 pm
- Forum: Gameplay Help
- Topic: fuel per unit for trains
- Replies: 8
- Views: 2146
Re: fuel per unit for trains
I use garbage trains when I use the Concreep mod, to pick up the stone, coal, and wood that automatically get picked up to place the concrete. That train is basically a reverse builder train, where anything in a pickup station sets the limit to 1. The train then automatically returns to its offload ...
- Tue Feb 01, 2022 11:03 am
- Forum: Gameplay Help
- Topic: Destination station full behavior
- Replies: 20
- Views: 5853
Re: Destination station full behavior
There is still a potential use for enable/disable stations. It just involves having exactly one train trying to service stations, with either multiple loading stations and exactly one unloading station (such as a train that goes to stations to pick up extra stuff such as wood/stone/coal, or deconstr...
- Tue Feb 01, 2022 1:38 am
- Forum: Gameplay Help
- Topic: Destination station full behavior
- Replies: 20
- Views: 5853
Re: Destination station full behavior
Ideally you use a belt balancer before the loading station, and after the unloading station. This is to try to supply, or draw from, each cargo wagon chest set evenly, ideally resulting in even loading and unloading of the train. Also, this assumes you are using homogeneous loads (all iron ore, all ...
- Mon Jan 17, 2022 1:04 am
- Forum: General discussion
- Topic: Peak Factorio 17.79 and the hot mess of .18 and 1.0/1.1
- Replies: 26
- Views: 7743
Re: Peak Factorio 17.79 and the hot mess of .18 and 1.0/1.1
One-way valves have a proper name, you know : Backflow Preventers. Many pumps, IRL, do NOT function as a backflow preventer. Centrifugal pumps (the best kind of pump for high flow rates) can suffer from backpressure pushing the fluid backwards through them. Positive Displacement pumps don’t tend to ...
- Wed Dec 29, 2021 5:02 pm
- Forum: Gameplay Help
- Topic: Building the Main Bus
- Replies: 3
- Views: 1694
Re: Building the Main Bus
Belts are limited in throughout. The only way to really deal with throughput issues on the bus is to use faster belts or use more belts. This is a big part of the reason most advise to only build on one side of the bus; you can then widen it as needed. Bots are a shorter distance option, and trains ...
- Wed Dec 29, 2021 12:20 pm
- Forum: Gameplay Help
- Topic: Circuit question from a new player
- Replies: 5
- Views: 1489
Re: Circuit question from a new player
That SR Latch forget s what you want. That said, simply connecting the pump to the storage tank, telling it to turn On when Petroleum Gas > 10000 would work. The functional difference is the SR Latch would keep the tank between 2000 and 10000 Petroleum Gas, while the simple option keeps at least 100...
- Fri Dec 10, 2021 10:24 pm
- Forum: General discussion
- Topic: Spidertron walking tour / Ore prevalence
- Replies: 9
- Views: 2637
Re: Spidertron walking tour / Ore prevalence
If mods are ok (you’re not against them for some reason) you might look into VisionRadar. It gives you an active scan radar that does not have the slower, one-chunk-at-a-time reveal around it. More importantly, it can be set to anything up to 1000 chunks in diameter. This takes a LONG time to reveal...
- Tue Nov 30, 2021 7:13 pm
- Forum: Gameplay Help
- Topic: What am I doing wrong with train?
- Replies: 5
- Views: 1946
Re: What am I doing wrong with train?
Enable/Disable is really only advisable when you have exactly one train supplying those stations, and that train has two stations in its route (loading and unloading). Disabled stations are skipped by the train. Bear in mind that you can only have one side (loading or unloading) as many stations; th...
- Mon Nov 29, 2021 2:11 am
- Forum: General discussion
- Topic: Circuits in the eyes of the "beginner", a 2k hour game
- Replies: 33
- Views: 10502
Re: Circuits in the eyes of the "beginner", a 2k hour game
The simplest thing (for supply trains) is to have whatever one train picks up at a station, be the only things that train delivers to other stations. So if you have artillery shells at one station, that train that goes there is the only train that goes there to pick them up, and is the only train ru...
- Sun Nov 28, 2021 7:00 pm
- Forum: General discussion
- Topic: Circuits in the eyes of the "beginner", a 2k hour game
- Replies: 33
- Views: 10502
Re: Circuits in the eyes of the "beginner", a 2k hour game
There cannot be probably a bigger difference between circuit based oil cracking and automated outpost resupply. The former is very simple with its direct comparisons, and after getting the idea, everyone is able to add accordingly wired pumps on his own - not even combinator logic required. The lat...
- Fri Nov 26, 2021 3:57 am
- Forum: Gameplay Help
- Topic: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
- Replies: 20
- Views: 5283
Re: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
Uh .. what’s the difference between a reactor getting a new fuel cell right when the old one expires, and a reactor getting a stack inserter’s worth when it runs low, and keeps on consuming them? Does not having extras in the reactor make a real difference in that case? Why bother with the timer at...
- Thu Nov 25, 2021 5:49 pm
- Forum: Gameplay Help
- Topic: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
- Replies: 20
- Views: 5283
Re: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
Uh .. what’s the difference between a reactor getting a new fuel cell right when the old one expires, and a reactor getting a stack inserter’s worth when it runs low, and keeps on consuming them? Does not having extras in the reactor make a real difference in that case? Why bother with the timer at ...
- Thu Nov 25, 2021 3:56 pm
- Forum: Gameplay Help
- Topic: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
- Replies: 20
- Views: 5283
Re: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
Reactors CAN be used as giant heat pipes, yes.
They only provide the neighbor bonus when they are burning fuel, however.
Just like regular pipes, do NOT provide multiple paths for the heat to travel to its consumer.
They only provide the neighbor bonus when they are burning fuel, however.
Just like regular pipes, do NOT provide multiple paths for the heat to travel to its consumer.
- Thu Nov 25, 2021 3:29 am
- Forum: Gameplay Help
- Topic: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
- Replies: 20
- Views: 5283
Re: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
Reactors can heat up to 999 or 1000 degrees. That’s their limit. If you do not remove the heat, then the excess energy is wasted. Not such a problem with Kovarex giving you effectively unlimited U235, but still. One more thing to bear in mind, you are giving up 160 MW of potential power (and the nee...
- Wed Nov 24, 2021 4:27 pm
- Forum: Gameplay Help
- Topic: How do I put a bus to use?
- Replies: 9
- Views: 2975
Re: How do I put a bus to use?
Balancers were never really good for the bus anyway. They have their place, but some random point in the bus (right after material gets pulled off of the bus) is not it.
- Sun Nov 21, 2021 4:08 pm
- Forum: General discussion
- Topic: Nostalgia..
- Replies: 19
- Views: 4925
Re: Nostalgia..
I do not think that it is alchemical to obtain sulfur from PG and water. Consider that gasoline (which in some parts of the world is called ‘petrol’ which I can only presume is short for ‘petroleum’ - coincidence? I think not) contains sulfur. I’d guess the water is there to carry the sulfur out of ...
- Wed Oct 20, 2021 1:19 am
- Forum: General discussion
- Topic: HDR
- Replies: 22
- Views: 4943
Re: HDR
HDR also increases the color range, it is a significant improvement to the amount of colors capable of being displayed, a much larger portion of the colors discernible by eye. I do not believe that that particular aspect would benefit Factorio however. Nor do I believe that the contrast enhancement ...