Search found 596 matches

by astroshak
Thu Dec 06, 2018 11:21 am
Forum: Gameplay Help
Topic: My tale of woe (train signal problems)
Replies: 7
Views: 2106

Re: My tale of woe (train signal problems)

Many people use two way track for the various train stops. This minimizes the footprint for an ore loading area, or a plate unloading area. For the main highways, however, that connect them all together, you really want a two track system. Four may be desired at some point, if you have that much tra...
by astroshak
Thu Dec 06, 2018 11:14 am
Forum: Gameplay Help
Topic: Labs + Inserters
Replies: 14
Views: 7577

Re: Labs + Inserters

I have found that the easiest way to set this up is through the use of a Constant Combinator controlling which science packs the Filter Inserters will move. I also found that, for expandability, and for allowing for Beacons, only using two sides for the science packs is best. Use some Long Handed In...
by astroshak
Mon Nov 26, 2018 11:06 am
Forum: Mods
Topic: [REL 0.16] High definition pipes v0.1.10
Replies: 16
Views: 4037

Re: [REL 0.16] High definition pipes v0.0.1

I can’t speak for other nations, but in the US, the American Water Works Association and other relevant water authorities have set up a common color scheme, for underground markings and for above ground appertenances such as fire hydrants and air release valve assemblies. In other words, we paint ou...
by astroshak
Sat Nov 24, 2018 6:32 pm
Forum: Gameplay Help
Topic: Train setup/signaling
Replies: 18
Views: 4236

Re: Train setup/signaling

First Image : replace the Chain Signals in the stacker with Rail Signals. Those are parking spaces, right? Replace the Rail Signal(s) after the stacker with Chain Signals. I usually put a Rail Signal right after the Train Stop just to ensure that the next train can enter immediately. Second image : ...
by astroshak
Sat Nov 24, 2018 4:43 am
Forum: Gameplay Help
Topic: Red belt throughput
Replies: 10
Views: 4864

Re: Red belt throughput

I have a hard time figuring that mod out, personally. So rather than recommend something I can’t really make good use of, and since he was trying to do the math, I decided instead to put forth the right formula.
by astroshak
Fri Nov 23, 2018 12:24 pm
Forum: Gameplay Help
Topic: Red belt throughput
Replies: 10
Views: 4864

Re: Red belt throughput

So I found something interesting out. So I set up 10 Green circuit assembly machine 1s using the perfect ratio of copper wire to GC of 3:2. Since GC take 0.5 second to make 10×2=20/s. Mathematically this should fill 4/5 of a red belt as it has a throughput of 26.67 items/s, but it only fills 4/5 of...
by astroshak
Sun Nov 18, 2018 2:50 pm
Forum: Gameplay Help
Topic: Buffer chest problem
Replies: 13
Views: 4128

Re: Buffer chest problem

Drawing upon buffer chests before Passive Providers lets you reuse buildings and building supplies rather than having the old torn down ones clutter chests and constantly using brand new ones to build with.
by astroshak
Mon Nov 05, 2018 11:19 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 157403

Re: [MOD 0.16] Miniloader

That seems to be the overall design of Loaders in general : feed or draw from a belt. Think of it as something put at the end of a belt so all the belt’s throughput goes into (or comes out of) the container on the other end of the Loader. In your first pic, you were either taking from the train car ...
by astroshak
Wed Oct 31, 2018 8:59 pm
Forum: Won't fix.
Topic: [0.16.51] Inserter/chest behave different on chunk border
Replies: 6
Views: 2752

Re: [0.16.51] Inserter/chest behave different on chunk border

Thanks for the report however this isn't going to be changed. This is a side effect of updating entities per-chunk and last time I asked about removing that I was told it wasn't going to happen. That sounds to me like what is commonly known as a “design flaw” ... you expect certain behavior, the ga...
by astroshak
Sat Oct 20, 2018 1:21 pm
Forum: Mods
Topic: Dp77's-Factorioplus:-Ores
Replies: 151
Views: 46892

Re: Dp77's-Factorioplus:-Ores

Some mods require that you feed the miner directly with a pump. Although I’ve not progressed enough in the Dp77 mod set to worry about mining Randomite, so I’m not really sure how annoying it would be, you might want to consider feeding them directly with a pump.

Its an idea, anyway.
by astroshak
Thu Oct 11, 2018 1:21 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 533034

Re: [MOD 0.14] AAI Programmable Vehicles

That’s a design decision the author made. I think it has to do with not confusing the AI for when you have the vehicle in autonomous mode.
by astroshak
Sat Sep 29, 2018 1:11 pm
Forum: Mods
Topic: Dp77's-Factorioplus:-Ores
Replies: 151
Views: 46892

Re: Dp77's-Factorioplus:-Ores

Cobalt is not mined. Check your tech tree.
by astroshak
Thu Sep 20, 2018 2:23 am
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 116445

Re: Mathematical Optimization for a fluid system

But fluid input > output should ideally not be enough to ensure all outputs are filled. And as bad as the current system is, it does that right at least. I disagree. I think there is a condition that, if met, ensures that the outputs do not get all that they can : Output demand is greater than pipe...
by astroshak
Sun Sep 16, 2018 8:05 pm
Forum: Mods
Topic: Dp77's-Factorioplus:-Ores
Replies: 151
Views: 46892

Re: Dp77's-Factorioplus:-Ores

however if there's a bug with my and bob mods together, just tell me: when i do a compatibility i must know if there's a problem with it. However hope you'll enjoy and stay tuned. _DiegoPro77 Just tried running your mods with Bob’s Library functions and I got : Failed to load mods:__Dp77s-FactorioP...
by astroshak
Wed Sep 05, 2018 9:04 pm
Forum: Mods
Topic: Dp77's-Factorioplus:-Ores
Replies: 151
Views: 46892

Re: Dp77's-Factorioplus:-Ores

Trying to play your mod package with other overhaul mods ... I get an error when loading your stuff (and a bunch of QoL mods) with Bob’s Library functions : Failed to load mods:__Dp77s-FactorioPlus-Power__/data.lua:24:...s-Power__/prototypes/bobmods/accumulators/technology.lua:2:attempt to index fie...
by astroshak
Thu Aug 02, 2018 10:40 am
Forum: Mods
Topic: Dp77's-Factorioplus:-Ores
Replies: 151
Views: 46892

Re: Dp77's-Factorioplus:-Ores

Hello! I am running a bunch of mods, and honestly, I do not know which one(s) is/are causing this problem. With this mod setup, a bunch of Red Science techs are dependent upon a pair of Red+Green techs, including both Bottling Research and Basic Science Research 1 (aka green science), which are nece...

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