Search found 559 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
Are those Storage Chests filtered for specific items? That may cause (or solve) your issue.
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
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.
- 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.
- 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...
- 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...
- 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...
- 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...
- 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.