Search found 559 matches

by astroshak
Sun Jul 11, 2021 11:38 pm
Forum: Gameplay Help
Topic: Nuclear Power Problems
Replies: 6
Views: 1329

Re: Nuclear Power Problems

You have two setups of 1x2 reactors. Each setup needs 16 Heat Exchangers to operate at full power. Each setup needs 27.5 (rounded up as stated above, to 28 ) Steam Turbines to operate at full power. So, yes, you need 56 Steam Turbines between the two 1x2 Reactor setups. What will blow your mind is t...
by astroshak
Sun Jul 11, 2021 9:52 pm
Forum: Gameplay Help
Topic: Need help with train system!
Replies: 4
Views: 1281

Re: Need help with train system!

I am going to guess that it is a signaling issue. That is basically a “bent barbell” shape. The two bells at the end should be one-way tracks, but the connecting line should be two-way. Just a hunch, but I’d double check that the signaling where that two-way track crosses the other tracks are set up...
by astroshak
Sun Jul 11, 2021 9:43 pm
Forum: Gameplay Help
Topic: Nuclear Power Problems
Replies: 6
Views: 1329

Re: Nuclear Power Problems

Without a better view of the entire power plant, we can’t really proofread your power plant. What I can tell you is, that those 4 reactors in that two 1x2 configuration cannot provide more than 320 MW of power, at 160 MW each. 160 MW calls for ( factoriocheatsheet.com/#nuclear-power ) 2 Offshore Pum...
by astroshak
Wed Jul 07, 2021 7:54 pm
Forum: Gameplay Help
Topic: Trying to figure out Train Signals
Replies: 8
Views: 2020

Re: Trying to figure out Train Signals

Just remember the simple guideline : Chain Signal before any crossing, and Rail Signal after all the crossings in the rail junction. This applies to each and every direction that a train can travel through the junction in. In your case, that was : Top to Bottom, Bottom to Top, Upper Left to Upper Ri...
by astroshak
Wed Jul 07, 2021 2:58 am
Forum: Gameplay Help
Topic: Trying to figure out Train Signals
Replies: 8
Views: 2020

Re: Trying to figure out Train Signals

First things first … trains read signals on the Right side of the track ONLY. Signals on the left side of the track are basically STOP signs (actually, they’ll make trains avoid the entire track) unless there is a signal for them directly opposite that left side signal. You drew arrows indicating th...
by astroshak
Sat Jul 03, 2021 3:18 pm
Forum: Gameplay Help
Topic: railroad best practices: about long latencies and waiting areas.
Replies: 14
Views: 3447

Re: railroad best practices: about long latencies and waiting areas.

Use of a separate, general stacker has its own problems. Such as? Basically, a train will skip a station if all of the stations with that name are disabled; but it won’t move if there is an enabled station of that name but there is no room due to the Train Limit. I don’t know about you, but I would...
by astroshak
Sat Jul 03, 2021 2:53 pm
Forum: Gameplay Help
Topic: Construction Bots Storage Chest Selection
Replies: 8
Views: 1628

Re: Construction Bots Storage Chest Selection

This sounds to me like an issue of trying to use one large bot network instead of several, discrete ones.

Are those Storage Chests filtered for specific items? That may cause (or solve) your issue.
by astroshak
Sat Jul 03, 2021 2:51 pm
Forum: Gameplay Help
Topic: railroad best practices: about long latencies and waiting areas.
Replies: 14
Views: 3447

Re: railroad best practices: about long latencies and waiting areas.

I always name my mines the same thing, depending on which resource is being mined there : Iron Mine, Copper Mine, Coal Mine, Quarry, Uranium Mine. The only variance I have from that is sometimes dedicating an Iron Mine to Steel, in which case I’ll name it Steel Mine. I use a Balancer to ensure that ...
by astroshak
Sat Jul 03, 2021 3:50 am
Forum: Gameplay Help
Topic: railroad best practices: about long latencies and waiting areas.
Replies: 14
Views: 3447

Re: railroad best practices: about long latencies and waiting areas.

I remember reading here a few years ago that it is indeed the optimal ratio of Locomotives to Cargo Wagons. You should be able to find it if you really want to; though a very quick search for the words “optimal” and “train” came back with 19 pages and I admit to not looking through more than the fir...
by astroshak
Fri Jul 02, 2021 7:54 pm
Forum: Gameplay Help
Topic: railroad best practices: about long latencies and waiting areas.
Replies: 14
Views: 3447

Re: railroad best practices: about long latencies and waiting areas.

It depends. Sometimes I build smelters there at the production outposts, other times I build centralized smelting and then train the plate to other outposts. Either way, it helps to have more bays in the stacker than you think you are going to need, just so you can add more trains to each station. A...
by astroshak
Fri Jul 02, 2021 7:30 pm
Forum: Gameplay Help
Topic: Personel train transport?
Replies: 21
Views: 4487

Re: Personel train transport?

I tend to pick a spot either within a stacker to summon the train or ride it to, or another straight section of track within an outpost. Or a straight section of track towards the end of a line I’m extending. Either way, I avoid calling or riding the train to established stations. When extending tra...
by astroshak
Fri Jul 02, 2021 3:30 pm
Forum: Gameplay Help
Topic: Personel train transport?
Replies: 21
Views: 4487

Re: Personel train transport?

I just tend to set up a train that carries a lot of building supplies, and only has one station (the loading station). I just set up a temporary stop for it where I want it to pick me up, and another for where I want it to take me. It’s simple, easy, and neither adds excess traffic to the rail netwo...
by astroshak
Wed Jun 30, 2021 5:00 pm
Forum: Gameplay Help
Topic: Train balancing between loading and unloading stations
Replies: 9
Views: 2220

Re: Train balancing between loading and unloading stations

No mods, that means each wagon holds 2000 ore and each train 8000 ore. How many chests is each cargo wagon unloading to? Set a Constant Combinator with an output of the negative maximum quantity of ore that the unloading station can hold. 2400 per Steel Chest, times 4 wagons times 6 chests per wagon...
by astroshak
Thu Jun 24, 2021 9:15 am
Forum: Gameplay Help
Topic: Train crashes
Replies: 2
Views: 812

Re: Train crashes

Simple answer : your trains are too long for your roundabouts.

Either use shorter trains (which has its own issues) or design larger roundabouts. Or, just get rid of the roundabout idea entirely, and design different intersections.
by astroshak
Mon Jun 21, 2021 9:30 pm
Forum: Gameplay Help
Topic: Can Logistic/Construction Robots Be Delivered From an Inventory to a Chest Requesting Them?
Replies: 3
Views: 838

Re: Can Logistic/Construction Robots Be Delivered From an Inventory to a Chest Requesting Them?

To answer the titular question, not directly, no. You have to set them to the trash spots for logibots to come and remove them to storage. From there they will be taken (again, by logibot) to the chest requesting them.
by astroshak
Mon Jun 21, 2021 9:10 am
Forum: Gameplay Help
Topic: Why is pollution stuck in these chunks?
Replies: 3
Views: 1112

Re: Why is pollution stuck in these chunks?

To expand slightly on the two responses, Its because putting down ANY tiles (stone brick, concrete, refined concrete, hazard concrete, hazard refined concrete) means that that particular tile within the chunk stops absorbing pollution. If you remove any means of pollution absorption (landfill in all...
by astroshak
Sun Jun 06, 2021 11:39 pm
Forum: General discussion
Topic: Speed vs Productivity modules: The 12 bacon suprise
Replies: 6
Views: 2901

Re: Speed vs Productivity modules: The 12 bacon suprise

Input/second : reduced by using PM3’s in machine, SM3’s in beacons around machine. Output/second : maximized by using SM3’s in machine, SM3’s in beacons around machine. One Beacon is 50% speed boost. One SM3 in machine is a 50% speed boost. One PM3 is a 10% productivity boost and a 15% Speed reducti...
by astroshak
Sun Jun 06, 2021 4:09 am
Forum: Gameplay Help
Topic: QoL questions about robots getting stuck in the air
Replies: 3
Views: 1178

Re: QoL questions about robots getting stuck in the air

I might be way out on a limb here, but .. it almost sounds like the bots are stuck holding stuff with nowhere to put it. Make sure that a port’s logistic network covers the area, then slap down a Storage Chest or two, see what happens. If it is a matter of not having space to put stuff, they will al...
by astroshak
Fri Jun 04, 2021 8:40 pm
Forum: Gameplay Help
Topic: Prevent bots from building ghost elements
Replies: 8
Views: 1866

Re: Prevent bots from building ghost elements

Uh … don’t build it in range of your roboports? And then copy/paste it to where you want it within your roboport network? Its that, or make sure that the bots (base, and your own) do NOT have access to the items necessary to build the things. They WILL try to complete orders, and to them, ghosts are...
by astroshak
Wed Jun 02, 2021 4:32 pm
Forum: Gameplay Help
Topic: regarding guns in the late game
Replies: 11
Views: 3327

Re: regarding guns in the late game

Checking the wiki shows your ranges as being correct; I remember seeing my turrets being out ranged (they did have ammo, which went away when the turrets did) by so spitters at one point. I thought that was a vanilla game but it could have been a modded game.

Go to advanced search