Search found 233 matches

by Khagan
Fri Oct 02, 2020 5:40 am
Forum: General discussion
Topic: What is the optimal gap (and direction) between rails?
Replies: 20
Views: 16899

Re: What is the optimal gap (and direction) between rails?

What is the optimal distance between the rails? And in which direction (left/right-handed traffic)? I've settled (like many others seem to have) on a gap of two rails (four tiles) between non-diagonal tracks. I use left-handed traffic, since that's what I'm accustomed to and also because having the...
by Khagan
Wed Sep 23, 2020 10:32 pm
Forum: Gameplay Help
Topic: Mining large patches and train unloading
Replies: 3
Views: 1294

Re: Mining large patches and train unloading

Can someone point me to some pictures of loading/unloading stations so I can learn? I don't want blueprints. I would rather learn the concepts and then build my own. I do want to stick with Red Belts for this, as I'm trying to create my own little blueprint book for early-mid-game prints for a late...
by Khagan
Tue Sep 22, 2020 3:02 am
Forum: General discussion
Topic: Challenge: maximize research density
Replies: 30
Views: 11410

Re: Challenge: maximize research density

Because "Follower robot count" is not a very useful technology. True. But the other infinite military techs are. Though "Follower robot count" is (for hysterical raisins?) the only one to require military tech as well as production tech; the others are all military instead of pr...
by Khagan
Fri Sep 18, 2020 5:31 am
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 17480

Re: Do not show no_power_warning icon when using power switch

The game cannot know if you accidentally forgot to open the switch. No it can't. Not now, not ever, never. But that applies just as much to a single switch as to a chain of two or more. Right now the game treats all 'off' switches as errors, which is silly; the only other consistent and practicable...
by Khagan
Thu Sep 17, 2020 7:28 am
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 17480

Re: Do not show no_power_warning icon when using power switch

The game cannot know if you accidentally forgot to open the switch. No it can't. Not now, not ever, never. But that applies just as much to a single switch as to a chain of two or more. Right now the game treats all 'off' switches as errors, which is silly; the only other consistent and practicable...
by Khagan
Wed Sep 16, 2020 6:09 am
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 17480

Re: Do not show no_power_warning icon when using power switch

The things gets interesting, if there is are switches turned off (I called them closed). Now when you keep in mind, that united networks behave like one big network, and you don’t find any producers in it, you need to look at the off-switches and look, if there is any producer on the “other side”. ...
by Khagan
Wed Sep 16, 2020 12:40 am
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 17480

Re: Do not show no_power_warning icon when using power switch

My algorithm: All, the game need to detect, is "would be device have power if all switches are on?". Let me rephrase myself. 1.Is any active energy producer in device's network? yes - no warning (powered); 2.Is any active energy producer in all network, connected by switches(in any state)...
by Khagan
Tue Sep 15, 2020 11:39 pm
Forum: Ideas and Suggestions
Topic: [1.0.0] can't copy default color from locomotives and stations
Replies: 8
Views: 1778

Re: [1.0.0] can't copy default color from locomotives and stations

I'd expect whatever color is actually shown on the source to copy over, just like any non-default color. Yes, and this should be complemented by an option in the colour setting UI to 'delete' the custom colour (or to 'restore the default') so that if you really do want 'nil' you can easily get it. ...
by Khagan
Tue Sep 15, 2020 9:53 am
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 17480

Re: Do not show no_power_warning icon when using power switch

Algorithm: - are there any power producers in my network? - yes, but no switches -> big warning - find all power switches in this network - for each switch look, if the switch is closed. - If all would be open -> big warning - for each closed switch look if the other side (the “outside”) is a power...
by Khagan
Sat Sep 12, 2020 9:38 pm
Forum: Gameplay Help
Topic: rail road placement is confusing, please help
Replies: 15
Views: 2776

Re: rail road placement is confusing, please help

Serenity wrote:
Sat Sep 12, 2020 2:23 pm
Two rail spacing to the left. As you can see it's not enough to connect the S-Bend.
Rails2apart.png
Rails2apart.png (1021.89 KiB) Viewed 2519 times
As you can see, it is enough. (Not that you would want to very often anyway, since usually the point of a pair of tracks is that they are going in opposite directions.)
by Khagan
Tue Sep 08, 2020 10:34 pm
Forum: Gameplay Help
Topic: Combinators Resulting in NULL Values
Replies: 14
Views: 2974

Re: Combinators Resulting in NULL Values

If your two signals result in zero, you can use a Decider Combinator with the condition Everything = 0 and output a different signal with a non zero value to indicate the zero result. If that's what you need. But Null does not equal Zero, that's what I meant by "you can't check if the signal i...
by Khagan
Mon Sep 07, 2020 7:03 am
Forum: Gameplay Help
Topic: Rafine Sistemleri
Replies: 6
Views: 1655

Re: Rafine Sistemleri

although 60 gas is produced and 60 gas consumption is 1-1 ratio, gas accumulates in the left-hand warehouse in a short time. Who can explain this? In the picture, the output of the plastic factories is backed up. That will stop them producing, and make gas accumulate in the storage tank. If you are...
by Khagan
Fri Sep 04, 2020 9:13 am
Forum: Gameplay Help
Topic: Use blueprint from book without deleting the blueprint
Replies: 6
Views: 2139

Re: Use blueprint from book without deleting the blueprint

How do i use a blueprint from the book (B-Key) and put it into my inventory without deleting the blueprint from the book? So i can use the blueprint in the next game again. Don’t put it in your inventory, put it in your quickbar instead. That way you get a reference to the blueprint while still lea...
by Khagan
Fri Sep 04, 2020 6:15 am
Forum: Gameplay Help
Topic: Personal roboform
Replies: 9
Views: 2134

Re: Personal roboform

factoriobiker wrote:
Fri Sep 04, 2020 3:16 am
i still dont know how to use robots that are in a hub in base....they dont replace anything...do you need to stock them up?
Your personal construction bots take items for building from your personal inventory, but the bots in roboports need a supply in provider or storage chests within range.
by Khagan
Fri Sep 04, 2020 12:52 am
Forum: Gameplay Help
Topic: Tackling purple bottle production
Replies: 13
Views: 2769

Re: Tackling purple bottle production

can you feed items into assembling machine with underground belts directly? I thought you need an inserter You do need an inserter, and all the assemblers in the blueprint you linked to are fed by inserters. What may not be obvious is that the inserter can take from or put to the underground belt h...
by Khagan
Mon Aug 31, 2020 12:47 am
Forum: Gameplay Help
Topic: Big problem on how to load ovens with coal
Replies: 22
Views: 4697

Re: Big problem on how to load ovens with coal

astroshak wrote:
Mon Aug 31, 2020 12:01 am
An underground, or a splitter, both work well. One costs 17.5 Iron Plate, the other 16 Iron Plate and 7.5 Copper Plate.
Underground belts are 17.5 iron for a pair, so only 8.75 for a single used to block a lane, and clearly cheaper than the splitter.
by Khagan
Sat Aug 29, 2020 1:58 am
Forum: Implemented in 2.0
Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
Replies: 80
Views: 39109

Re: Better Blueprint Placement

- If a blueprint is placing an entity on top of an existing entity and the existing one is NOT at the same location, or is outside the upgrade group, then force-placing the blueprint with shift should queue the existing entity for deconstruction (just like it does with rocks & trees). I really ...
by Khagan
Sat Aug 29, 2020 1:48 am
Forum: Gameplay Help
Topic: Bad map, but I am determined! Where should the bus go?
Replies: 3
Views: 1018

Re: Bad map, but I am determined! Where should the bus go?

I've generated a map with seed 340 and there aren't a lot of positives. The nearest oil is barely visible near the top right. With all the cliffs the starting area has little space for my magnificent main bus. The nearest stone to replace the tiny 81k starter vein is sure to attract some unwanted a...
by Khagan
Wed Aug 26, 2020 6:36 am
Forum: Gameplay Help
Topic: Refinery Advanced oil processing NO output
Replies: 7
Views: 1586

Re: Refinery Advanced oil processing NO output

Serenity wrote:
Tue Aug 25, 2020 3:35 pm
The whole oil system is mostly about petroleum.
It's all about petroleum. It's mostly about petroleum gas, as opposed to the various kinds of refined petroleum oil. ;)
by Khagan
Mon Aug 24, 2020 1:55 am
Forum: Balancing
Topic: Inserter power usage (aka don't use fast inserters)
Replies: 16
Views: 7141

Re: Inserter power usage (aka don't use fast inserters)

In the long run, the initial capital cost will be overshadowed by the continuous and ongoing fuel costs. I don't know what the break even point is For solar power there are no fuel costs, and no break-even point, ever. For mature nuclear power, it takes something like 1600 hours at capacity for the...

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