Search found 596 matches
- Wed Jan 11, 2023 1:14 am
- Forum: Gameplay Help
- Topic: Train path isn't switching fast enough
- Replies: 6
- Views: 1003
Re: Train path isn't switching fast enough
Two-way track is good for when you have exactly one train that you expect to be on it. An example would be a terminal station at a copper mine. Another example would be a dedicated rail line bringing coal in from a nearby mine to the coal fired power plant. An actual system, however, you want paired...
- Mon Jan 02, 2023 2:33 pm
- Forum: Gameplay Help
- Topic: How does one transition from starter base to megabase?
- Replies: 6
- Views: 4703
Re: How does one transition from starter base to megabase?
Trains to move resources long distances. Belts and/or bots to move resources around locally. Don’t tear down the older factory until you no longer need it. If it’s your only source of science, the. You need to keep that up and running to get research done while you build the megabase. If it’s your o...
- Tue Dec 20, 2022 1:11 am
- Forum: Gameplay Help
- Topic: i hate water
- Replies: 10
- Views: 1591
Re: i hate water
This is why my reactor blueprints are designed to be landfilled in on a lake. I put the offshore pumps at either end of 13-long Heat Exchanger columns. (One offshore pump provides water enough for 11 and a fraction Heat Exchangers; so putting the second at the other end gets me the water I need nice...
- Mon Dec 12, 2022 4:49 pm
- Forum: General discussion
- Topic: Factorio Train Challenge
- Replies: 4
- Views: 1332
Re: Factorio Train Challenge
Without looking at the link or BP provided, the one thing I can tell you is that since trains need an empty block to move into, you are limited by the number of blocks in that circular rail. However many blocks, you can have one fewer train. 8 blocks? 7 trains. Note that if the trains are longer tha...
- Sun Dec 11, 2022 11:09 pm
- Forum: Gameplay Help
- Topic: Basic Rail Shapes
- Replies: 7
- Views: 1349
Re: Basic Rail Shapes
I’d suggest picking a piece size and making basic rail structures to that size. Then capture them into blueprints. I started with a straight rail (two track of course). I made the track segment the length of 3 Large Power Poles. Put down a couple Rail Signals and capture that as a blueprint. Then ro...
- Fri Dec 02, 2022 12:32 am
- Forum: Gameplay Help
- Topic: Coal liquefaction statistics
- Replies: 8
- Views: 1650
Re: Coal liquefaction statistics
Actually, if you set up a test, where you take a Refinery (with 3 PM3’s), hook steam up to it, put an Assembly Machine to it set to Unbarrel Heavy Oil, and then put two Storage Tanks down directly fed by the Refinery to capture the Heavy Oil and Light Oil, and then give the Assembpy Machine 2 Barrel...
- Sun Nov 27, 2022 6:15 am
- Forum: Gameplay Help
- Topic: Coal liquefaction statistics
- Replies: 8
- Views: 1650
Re: Coal liquefaction statistics
Coal Liquifaction takes 25 Heavy Oil in, and spits out 90. IF you keep the Heavy Oil input and output separate (which is not realistic because the process is your most readily available source of Heavy Oil for the next cycle) then it looks very strange, as the normal cycles spit out 90 Heavy Oil, 20...
- Sat Nov 19, 2022 3:29 pm
- Forum: General discussion
- Topic: I don't know why 'factorio' makes such a fuss about "leeching"
- Replies: 15
- Views: 6485
Re: I don't know why 'factorio' makes such a fuss about "leeching"
Always figured fuel upgrading would be accomplished by feeding it better fuel as it consumed the (now obsolete) existing fuel, not by draining the existing fuel and replacing with better fuel.
- Wed Oct 12, 2022 2:18 pm
- Forum: Gameplay Help
- Topic: how many reactors takes for full consuption of half conveyor of uranium?
- Replies: 14
- Views: 1984
Re: how many reactors takes for full consuption of half conveyor of uranium?
22.5 fuel cells per second, times 200 seconds per cell per reactor, yields 4500 reactors. How you choose to array those reactors, how much power you withdraw from that power plant, is up to you. FWIW, 2xN is the optimal (vanilla) reactor layout. Every time you start a new 2xN instead of extending it...
- Tue Oct 11, 2022 11:32 pm
- Forum: Gameplay Help
- Topic: how get the GUI Ammo window from left to right (back how it was in older versions)
- Replies: 4
- Views: 1079
Re: how get the GUI Ammo window from left to right (back how it was in older versions)
That was a deliberate move, because the right side of the screen can be covered by a large enough logistics window. The lower left corner was not occupied by anything so the weapons window got moved there.
- Sun Sep 25, 2022 4:43 pm
- Forum: General discussion
- Topic: What comes next in this sequence?
- Replies: 22
- Views: 8662
Re: What comes next in this sequence?
IIRC people used to add Py to the AngelBob pair, but that’s no longer possible. I’d say that Vanilla -> Krastorio 2 + Space Exploration -> Angel + Bob -> Py… There’s also Nullius to stick in there somewhere, but IDK where it belongs. BZ mods, as well. Personally, I’ve barely dbbled with Krastorio an...
- Fri Sep 23, 2022 12:27 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 501045
Re: Simple Questions and Short Answers
If both sides of the belt are the same material, then mixing the sides is not a factor, so sideloading is a possibility. However, if the primary side of the belt is full, then the other side can be drawn upon. The only way to really avoid that is using underground’s. The one side gets in and the oth...
- Fri Sep 23, 2022 12:21 pm
- Forum: Gameplay Help
- Topic: Trains get stuck if the destination is disabled and other are full
- Replies: 20
- Views: 7305
Re: [1.1.69] Trains get stuck if the destination is disabled and other are full
When i was implementing train stop limits i was aware it will not work nicely with enable/disable exactly because of that case but i kept it because it gives different behavior for controlling trains (allows trains to skip some schedule records instead of waiting). I guess i have enough of those is...
- Thu Sep 22, 2022 5:57 pm
- Forum: General discussion
- Topic: what settings are you going to play when the expansion is released?
- Replies: 8
- Views: 2271
Re: what settings are you going to play when the expansion is released?
I tend to turn resources up a bit (maybe more, maybe less than Rail World size/richness), but I turn the frequency to the bare minimum of 17%. I’d love to be able to reduce that a bit personally, as I feel that resource patches are still a little too close together at that setting. I always max out ...
- Wed Sep 21, 2022 12:53 pm
- Forum: Gameplay Help
- Topic: Help with automation plz!
- Replies: 17
- Views: 3156
Re: Help with automation plz!
TBH once I reach a certain point I don’t bother saving wood, I just send it all for burning. For that I just use a couple boilers on their own power grid to power some useless, redundant radars. Does it matter that the wood only gets burnt in that large batch? Or is maintaining 1000 wood what’s real...
- Tue Sep 13, 2022 5:41 pm
- Forum: News
- Topic: Factorio is coming to Nintendo Switch™
- Replies: 83
- Views: 40382
Re: Factorio is coming to Nintendo Switch™
I suppose the biggest question I have is, why put it on the weakest dedicated game platform? I would have thought that with built in mouse/keyboard support that either of the other two big platforms, both of which are stronger and more capable platforms, would have made more sense to port to? Referr...
- Sat Sep 03, 2022 1:06 am
- Forum: Gameplay Help
- Topic: Why do my robots seem to travel as far away as possible to work?
- Replies: 9
- Views: 1763
Re: Why do my robots seem to travel as far away as possible to work?
I’m not sure how it decides which bot gets which task, but I strongly doubt that it has anything to do with proximity.
This is why its best to have small discrete bot networks, as someone else mentioned above.
This is why its best to have small discrete bot networks, as someone else mentioned above.
- Sat Aug 13, 2022 12:33 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 501045
Re: Simple Questions and Short Answers
I think, and I could be wrong, that the roboport is not actually considered a chest type entity. So you cannot get the contents of that particular port.
You can get the bot network statistics, but I don’t even know if any Repair Packs in a port even count towards the logistics network contents.
You can get the bot network statistics, but I don’t even know if any Repair Packs in a port even count towards the logistics network contents.
- Mon Aug 01, 2022 3:24 pm
- Forum: Gameplay Help
- Topic: Issue with Reading Train Contents
- Replies: 8
- Views: 2573
Re: Issue with Reading Train Contents
Well, usually you have either slot locking on the chest (which you can do with cargo wagons, and you can filter the cargo wagon slot, something you cannot do with chests) OR you have a wire connecting the chest to the inserter. It takes 1 tick (1/60 of a second) for the signal to pass through a devi...
- Sun Jul 17, 2022 7:50 pm
- Forum: Gameplay Help
- Topic: Armour & Gun quickbar location question
- Replies: 35
- Views: 13770
Re: Armour & Gun quickbar location question
It’s deliberate because that bottom right corner can become filled with container inventory. Learn to live with it