Search found 596 matches

by astroshak
Wed Sep 25, 2019 10:24 am
Forum: General discussion
Topic: Chests with slot filters?
Replies: 10
Views: 5099

Re: Chests with slot filters?

Wagons can have slots locked to specific items. Chests cannot. What I do, when designing a train to carry multiple different items in a wagon, is use one (or more) requestor chests per item type. If, for example, I want the train to carry 4 stacks of Heat Pipe, 1 stack of Nā€™uclear Reactors, 6 stacks...
by astroshak
Mon Sep 23, 2019 10:23 am
Forum: General discussion
Topic: Research Que Activation
Replies: 8
Views: 2997

Re: Research Que Activation

Whoever had the idea of spelling the word "queue" like that should be banned from english. No word should be allowed to have that many vowels in a row! Another problem is that ā€˜queā€™ is a word - in Spanish. It means ā€˜whatā€™. Thatā€™s what I was basing that attempt on humor upon. ā€˜Queā€™ is Span...
by astroshak
Sun Sep 22, 2019 10:41 pm
Forum: General discussion
Topic: Research Que Activation
Replies: 8
Views: 2997

Re: Research Que Activation

Iā€™m not sure what a ā€œresearch what activationā€ means ...

Just kidding! :lol:
by astroshak
Thu Sep 19, 2019 9:08 pm
Forum: General discussion
Topic: Chests with slot filters?
Replies: 10
Views: 5099

Re: Chests with slot filters?

I could see this being somewhat useful if your buffer chests are holding multiple item types, simply lock in the slots that a ā€œfully stockedā€ buffer chest would be using, to ensure that you get exactly only as much as you want and no more. Iā€™ve had, and Iā€™m sure that everyone else has had, chests re...
by astroshak
Wed Sep 18, 2019 10:26 am
Forum: Gameplay Help
Topic: What's wrong with my oil setup
Replies: 12
Views: 4595

Re: What's wrong with my oil setup

I typically set my oil processing up such that Heavy Oil gets shunted into one Tank, Light Oil into another, and Petroleum Gas into a third. From that HO tank, an always-on Pump sends HO to the Lube maker(s). Another Pump sends HO to the HO->LO crackers. That second Pump is connected by a wire to th...
by astroshak
Fri Sep 13, 2019 8:13 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 64463

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

Arzorth wrote: ā†‘
Fri Sep 13, 2019 5:38 pm
Isnā€™t this a bug?

Image
I donā€™t understand, what do you think is a bug there?
by astroshak
Thu Sep 05, 2019 9:56 am
Forum: Gameplay Help
Topic: New start. Artillery_War
Replies: 1
Views: 1016

Re: New start. Artillery_War

Just a pair of QoL mods, but I like to use Bottleneck and Squeakthrough.

The first one shows a red/yellow/green light depending on whether the machine is resource-starved, backed up, or working fine. The second allows for easier movement around your factory.
by astroshak
Wed Sep 04, 2019 7:49 pm
Forum: Gameplay Help
Topic: how many chem plants would you use...?
Replies: 8
Views: 2483

Re: how many chem plants would you use...?

BOP takes 100 Crude Oil and returns 45 Petroleum Gas. AOP takes that same 100 Crude Oil and returns 25 Heavy Oil, 45 Light Oil, and 55 Petroleum Gas. It is almost a given that you will run out of need for HO (Lube) and LO (Solid Fuel) before you run out of need for PG (Sulfur, Sulfuric Acid, Plastic...
by astroshak
Tue Sep 03, 2019 11:17 pm
Forum: Gameplay Help
Topic: pumps seem useless for long distance pipes?
Replies: 33
Views: 18660

Re: pumps seem useless for long distance pipes?

ā€œOneā€ Pipe to Ground consists of the pipe segment that goes into the ground, and another that comes up. Consider them matched pairs. To enhance fluid flow over long distances, use pumps every few pairs of Pipe to Grounds. Pump->Pipe to Ground down-space gap-Pipe to Ground up->Pipe to Ground down - g...
by astroshak
Fri Aug 30, 2019 9:21 pm
Forum: Gameplay Help
Topic: how many chem plants would you use...?
Replies: 8
Views: 2483

Re: how many chem plants would you use...?

Honestly? I try to do the math. AOP : 5 HO/sec, 9 LO/sec, 11 PG/sec. Cracking HO->LO is 20 HO/sec for 15 LO/sec. Cracking LO->PG is 15 LO/sec for 10 PG/sec. Since cracking to LO is 20 HO/sec, and AOP only provides 5 HO/sec, you need one machine cracking HO->LO for every four AOP refineries. Since cr...
by astroshak
Tue Aug 27, 2019 8:04 pm
Forum: General discussion
Topic: [0.17] Personal Defense TECH
Replies: 22
Views: 7090

Re: [0.17] Personal Defense TECH

Not really a defensive tech per se, but ... Iā€™d love to see ā€˜nuclear generatorā€™ as an item to equip into oneā€™s powered armor. This thing comes fully charged, and has a huge amount of power available - far more than the PFGā€™s power output. But it functions like a battery, and does not generate additi...
by astroshak
Sun Jul 28, 2019 3:53 pm
Forum: Gameplay Help
Topic: Stuck at providing oil
Replies: 12
Views: 4273

Re: Stuck at providing oil

Do you have a lot of Coal on your map? You may find it easier to use Advanced Oil Processing, and cracking, to turn all of your Crude into Petroleum for your Plastic production, and turning Coal into Heavy Oil for lube, Light Oil for Solid Fuel, and Petroleum for your sulfur needs. Alternatively, us...
by astroshak
Sat Jul 20, 2019 1:24 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 208396

Re: Friday Facts #304 - Small bugs; Big changes

While I understand the need for simplification on the Basic Oil Processing, Iā€™m not sure that outputting only Petroleum is the way to go. Sorry if this has been suggested in the 10 (?) pages of the thread before this post, but ... what about outputting only Heavy Oil? And having Cracking (a less eff...
by astroshak
Thu Jun 20, 2019 10:42 pm
Forum: Gameplay Help
Topic: Map questions
Replies: 3
Views: 913

Re: Map questions

1 : Radar. Radar has two areas. One is the 5(?) chunk square, centered on it, that is always visible. The other is the 11(?) chunk square, also centered on it, that it slowly reveals one chunk at a time. This area, as it gets revealed, is visible for a short time. After that short time, it fades to ...
by astroshak
Mon Jun 17, 2019 9:56 am
Forum: Gameplay Help
Topic: [TRAINS] How to properly make a big train stacker?
Replies: 16
Views: 23230

Re: [TRAINS] How to properly make a big train stacker?

TC, if what you have works, then what you are faced with is not a redesign of the parking system, it is a relocation of the parking system. You said that all your trains are forced through that section of track you circled in Red. Shorten that considerably. You, ideally, want a minimum distance betw...
by astroshak
Fri Jun 07, 2019 11:02 pm
Forum: Gameplay Help
Topic: Automatically Refueling a Locomotive
Replies: 4
Views: 1652

Re: Automatically Refueling a Locomotive

I have not tried this with the nuclear rocket fuel. I am doing this with regular rocket fuel. All of my train station depots are either ā€œpick upā€ or ā€œdrop offā€ - from the mines, to the smelters, to the science packs, everything has one or both of those types of train depots. I picked the drop off ty...
by astroshak
Fri Jun 07, 2019 10:55 pm
Forum: Gameplay Help
Topic: Biter Defense Question
Replies: 4
Views: 1531

Re: Biter Defense Question

Yes and no. Once you can automate laser construction, wall construction, and have Medium Power Poles or Substations aplenty, you can run around making a wall backed by a row or two of lasers to claim territory for your own. Of course, you also have to power those lasers ... But, if you annoy the bit...
by astroshak
Wed Jun 05, 2019 11:21 pm
Forum: General discussion
Topic: Module Production: To beacon or not to beacon?
Replies: 26
Views: 9511

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 donā€™t, then I donā€™t. Nuclear Reactors, for example, once I get a bunch up and running I tend to not need more for a while. So those donā€™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: 1642
Views: 502625

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: 1642
Views: 502625

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...

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