Search found 559 matches

by astroshak
Wed Jun 05, 2019 11:21 pm
Forum: General discussion
Topic: Module Production: To beacon or not to beacon?
Replies: 26
Views: 7903

Re: Module Production: To beacon or not to beacon?

It really depends on how fast I need my supply to build/rebuild. If I need more, in a hurry, Speed Module those things. If I don’t, then I don’t. Nuclear Reactors, for example, once I get a bunch up and running I tend to not need more for a while. So those don’t need beacons. Modules? Once I get to ...
by astroshak
Wed Jun 05, 2019 10:31 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1616
Views: 410498

Re: Simple Questions and Short Answers

Not in front of the Factorio world creation screen right now, but ... Trees are always (unless maybe modded?) 2 or 4 wood. 2 wood for dead trees, 4 wood for living trees, determined at world/chunk generation (so trees killed by pollution do not drop from 4 to 2 wood). So, the bigger, thicker the for...
by astroshak
Wed Jun 05, 2019 10:31 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1616
Views: 410498

Re: Simple Questions and Short Answers

Not in front of the Factorio world creation screen right now, but ... Trees are always (unless maybe modded?) 2 or 4 wood. 2 wood for dead trees, 4 wood for living trees, determined at world/chunk generation (so trees killed by pollution do not drop from 4 to 2 wood). So, the bigger, thicker the for...
by astroshak
Wed Jun 05, 2019 3:05 am
Forum: General discussion
Topic: Module Production: To beacon or not to beacon?
Replies: 26
Views: 7903

Re: Module Production: To beacon or not to beacon?

I rather Beacon them.

They take a while to produce (using an AM3, the 15 sec for a level 1 is really only 12 sec, but the 30 and 60 sec for levels 2 and 3 become 24 and 48 sec respectively). When I start to want them, I start to want them in a hurry.
by astroshak
Tue May 28, 2019 2:35 pm
Forum: General discussion
Topic: No dynamic train refueling yet?
Replies: 12
Views: 3768

Re: No dynamic train refueling yet?

I just pick a side : pickup or drop off. I add a Fuel Train Station to that side. And it carries fuel for the trains that use that side. Put such a station at all your train fed minifactories, and turn it off when you have sufficient fuel. Then just set up a refueling supply station for the fuel tra...
by astroshak
Sun May 26, 2019 10:40 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1616
Views: 410498

Re: Simple Questions and Short Answers

Copy the existing train onto the new one, and then tweak the new one’s schedule as needed?
by astroshak
Sat May 25, 2019 12:46 am
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 23852

Re: Friday Facts #296 - All kinds of bugs

Am I the only one who really likes the colored vehicles? Depending on the tileset I last got out of my tank or car, sometimes it can be easily overlooked when it is that unoccupied grey color. While I’m not sure that Brown would be any harder to overlook when it is parked on dirt, at least the color...
by astroshak
Sun May 19, 2019 10:24 pm
Forum: Gameplay Help
Topic: Fluid throughput problem
Replies: 6
Views: 2368

Re: Fluid throughput problem

Pipes do not behave like belts. They behave, basically, like magic. It has to do with the order they are placed, and possibly other oddball factors. If you are able to get your 2040/sec through a single pipe, good for you. You should not be able to, it should be capped at 1200/sec ... but good for y...
by astroshak
Sun May 19, 2019 12:10 pm
Forum: Gameplay Help
Topic: Fluid throughput problem
Replies: 6
Views: 2368

Re: Fluid throughput problem

Although the coal does not support it, the Offshore Pump can supply enough water for 20 boilers. So I tend to do 1/20/40 arrays on both sides of a yellow belt (I replace the coal on it with solid fuel when I get there). Thing is - each 1/20/40 is fed by its own Offshore Pump (the ā€˜1’ in the 1/20/40)...
by astroshak
Sun May 12, 2019 2:15 pm
Forum: Gameplay Help
Topic: Anybody has a 12 to 18(or 9) belt balancer?
Replies: 3
Views: 4054

Re: Anybody has a 12 to 18(or 9) belt balancer?

I don’t have one. But you might try a 12-12 balancer followed by three 4-6 balancers. Or three 6-4 balancers followed by a 12-12 balancer if you’re going that way.
by astroshak
Sat Apr 27, 2019 1:19 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1616
Views: 410498

Re: Simple Questions and Short Answers

That last part is always an issue for me, so I got into the habit of putting the construction bots in my quick bar so that I can quickly check to see how many I currently have stored away. I know that if I have exactly 2k then I am ready to leave. Any less, then I have to find my missing one before...
by astroshak
Wed Apr 24, 2019 4:43 pm
Forum: Show your Creations
Topic: Compact Hub / Mall "Build everything" 1.0 all stage (Belt)
Replies: 29
Views: 159046

Re: Compact Mall "Build everything" 0.17 all stage (Belt)

Nice malls...

Tekillaa, one of the AM3’s in your ā€œPersonal Stuffā€ portion has no recipe set. Its the one to the left of the Personal Shields 2.
by astroshak
Sun Apr 21, 2019 12:41 pm
Forum: Gameplay Help
Topic: Help! Need Reinforcements!
Replies: 4
Views: 647

Re: Help! Need Reinforcements!

That level of defense is not, strictly speaking, necessary. With Expansion turned OFF, it is enough to simply clear any and all nets within, and near, your pollution cloud. A few defenses here and there, to protect against any squads sent by nests you either did not realize were within the pollution...
by astroshak
Thu Apr 11, 2019 1:27 am
Forum: Gameplay Help
Topic: Circuit filtering for wagons "spilling", how to fix?
Replies: 11
Views: 2864

Re: Circuit filtering for wagons "spilling", how to fix?

Set the inserters stack size. 1 if feeding from belts. 10 if using stack inserters and feeding from a box. Might also try to set filters so that it doesn’t want to load more than the cargo wagon can hold of that item. Its when the inserters has more than will fit that it is left handing, and deposit...
by astroshak
Wed Apr 10, 2019 10:19 am
Forum: General discussion
Topic: Mixed ore mining or Uranium processing: Ore separation strategies
Replies: 13
Views: 3365

Re: Mixed ore mining or Uranium processing: Ore separation strategies

Are we talking mining outposts, or are we talking local mines? For local mines (mines I belt in from) splitters filtered before balancing the belts work rather well. Ideally, all the belts straight from the miners will split off the contaminant to a single belt, that goes into that other balancer. I...
by astroshak
Sun Apr 07, 2019 6:59 pm
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 127112

Re: Bugs and problems

Problem 1 : Error Loading Mods Failed to load mods: Error while loading entity prototype ā€œbiter-spawnerā€ (unit-spawner): Ket ā€œpollution_absorption_absoluteā€ not found in property tree at ROOT.unit-spawner.biter-spawner Modifications: Base mod > 5Dim’s mod - Battlefield Mods to be disabled : Base 5di...
by astroshak
Sun Apr 07, 2019 1:53 pm
Forum: Balancing
Topic: Early massive biter attack
Replies: 27
Views: 11976

Re: Early massive biter attack

I find that most of the default settings are fine (though I tend to reduce the chances for resources, a la rail world), except for one : starting area size. The default starting area size is basically equivalent to ā€œTinyā€ in 0.16. Crank that thing up to 200% (or more, if you want/need the breathing ...
by astroshak
Sun Apr 07, 2019 1:49 pm
Forum: Gameplay Help
Topic: targeting behemoth biter/spiters
Replies: 4
Views: 971

Re: targeting behemoth biter/spiters

I’m not aware of any means of controlling the targeting of your Turrets. They fire at everything, presumably ā€œfirst in range until its deadā€ type of targeting. If you want to use Uranium Ammo, expect to spend a few bullets here and there on small and medium enemies as well as Behemoth.
by astroshak
Sat Apr 06, 2019 3:38 pm
Forum: Gameplay Help
Topic: [0.17] process damaged walls
Replies: 6
Views: 1863

Re: [0.17] process damaged walls

Just make a point of repairing stuff before you pick it up?

I do that simply so they all stack together ...
by astroshak
Sat Apr 06, 2019 12:32 am
Forum: Gameplay Help
Topic: .17.23 Random trains suddenly slow
Replies: 9
Views: 2094

Re: .17.23 Random trains suddenly slow

Braking Power affects their braking distance. The higher the speed, the longer the distance required to brake. The higher the Braking Power, the shorter the distance required to brake. If they do not have sufficient braking power for their top speed and the traffic and their route ... their speed wi...

Go to advanced search