Search found 233 matches
- Tue Aug 29, 2023 10:36 pm
- Forum: Combinator Creations
- Topic: Botless labs
- Replies: 13
- Views: 1922
Re: Botless labs
I just ran two belts each side, with old-fashioned long-arm inserters for the further belts. They were fast enough. The beacon rows are then at right-angles to the belts, which tunnel under them. But this isn't fully beaconed, is it? Or it is a sushi belt. I'm speaking of the classic 8-beacon rows,...
- Mon Aug 28, 2023 11:53 pm
- Forum: Combinator Creations
- Topic: Botless labs
- Replies: 13
- Views: 1922
Re: Botless labs
I tried many sushi belt implementations (they have item mixing in common with your setup), but was never fully satisfied with the result. The labs at the end of the sushi ring often got not enough packs, so they stayed inactive. I'm a very recent convert to using sushi belts for (megabase) labs. It...
- Sat Aug 26, 2023 11:14 am
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 69392
Re: Friday Facts #373 - Factorio: Space Age
Wait, cliff explosives are set to unlock later, once you reach another planet? This is... absurd, please don't do it. It would be just annoying, nothing else. +1 Everything else sounds either good or reasonable, but not this. At a pinch I could live with the ability for bots to use cliff explosives...
- Thu Aug 17, 2023 10:45 am
- Forum: Gameplay Help
- Topic: Question for train station balancing
- Replies: 18
- Views: 2218
Re: Question for train station balancing
There's a good description in the original FF that introduced them: viewtopic.php?f=38&t=90207
- Thu Aug 17, 2023 8:50 am
- Forum: Gameplay Help
- Topic: Question for train station balancing
- Replies: 18
- Views: 2218
Re: Question for train station balancing
If you don't control where which trains goes and rely on rng, some train stops will be empty while others are full and you'll end up with a train trying to unload into one where the chests are full while the next one is empty. This is what per-stop train limits are for. In the simplest case, just s...
- Mon Aug 14, 2023 9:42 pm
- Forum: General discussion
- Topic: Weapon balance (Tank and stuff)
- Replies: 8
- Views: 1318
Re: Weapon balance (Tank and stuff)
for the tank, you can just as well get a Power Armour MK1 The tank is mid-game tech (early blue science) and costs 668 resources to make. Explosive cannon shells are only about 15 resources each (the same as a grenade and much less than a poison or defender capsule), and you don't need very many: t...
- Wed Aug 02, 2023 11:19 pm
- Forum: Gameplay Help
- Topic: I don't understand signaling system in Factorio
- Replies: 4
- Views: 848
Re: I don't understand signaling system in Factorio
You should have: a chain signal somewhere between each train stop and the point where it merges into the shared exit track; and a rail signal at the final exit point. You could also add an additional chain signal on the exit track just before each merge point; they might increase throughput slightly...
- Tue Apr 18, 2023 9:33 am
- Forum: Pending
- Topic: [1.1.76][mac-arm] Crash after quitting
- Replies: 3
- Views: 991
Re: [1.1.76][mac-arm] Crash after quitting
Hello, I'm having difficulty reproducing this. Is this a consistent crash, or did it only happen this one time? It was a one-off. Did you close Factorio from the menu's "Exit" button, or in some other way? I can't really remember now: it would either have been from that "Exit" b...
- Wed Mar 15, 2023 9:49 am
- Forum: Gameplay Help
- Topic: Iron:Copper:Coal ratio on map
- Replies: 2
- Views: 799
Re: Iron:Copper:Coal ratio on map
With default map generation settings, minerals are generated in the approximate ratios:
iron-ore 10
copper-ore 8
coal 8
stone 4
uranium-ore 0.9
(these are from 'base_density' in 'resources.lua')
- Mon Jan 16, 2023 6:21 am
- Forum: Pending
- Topic: [1.1.76][mac-arm] Crash after quitting
- Replies: 3
- Views: 991
[1.1.76][mac-arm] Crash after quitting
OS X 13.0.0, mac-arm64, steam.
Save-file and log attached.
Save-file and log attached.
- Sat Jan 07, 2023 3:54 am
- Forum: Gameplay Help
- Topic: How resource intensive is creating a railway system?
- Replies: 2
- Views: 697
Re: How resource intensive is creating a railway system?
Just wondering. Not very. Tracks are cheap, and even the trains are not expensive. Also, is it worth creating a railway system for a resource patch that's roughly a radar's base range away from your base? I wouldn't start a rail system for a resource patch that close, but once you've got rail conne...
- Tue Dec 20, 2022 12:20 am
- Forum: Gameplay Help
- Topic: i hate water
- Replies: 10
- Views: 1564
Re: i hate water
But now get enough water with trains to to nuclear power input station for 2*8 reactors. For 16 cores you can just pipe it direct from a nearby lake: tedious but effective. For really big nuclear power stations people often prefer to build on a lake: expensive in landfill, but much simpler. Each di...
- Tue Dec 13, 2022 9:52 pm
- Forum: Gameplay Help
- Topic: [SOLVED]Newbie question: does the logistics robot not pick items from the nearest chests?
- Replies: 7
- Views: 1113
Re: Newbie question: does the logistics robot not pick items from the nearest chests?
I think you must have uploaded the wrong save file. I can find nothing on the map resembling the chest-fed array of level 3 assemblers in your screenshot.
- Mon Dec 12, 2022 10:29 pm
- Forum: Gameplay Help
- Topic: Train Signals
- Replies: 10
- Views: 1371
Re: Train Signals
It still doesn't work, both trains are saying 'no path' The rest of the tracks just run completely independantly so I don't have any more signals any where else, am I meant to? Attached is what I think is the same as the image you posted I think you have the chain and standard signals the wrong way...
- Thu Dec 08, 2022 7:08 am
- Forum: Gameplay Help
- Topic: Train loaders that shouldn't work
- Replies: 13
- Views: 2115
Re: Train loaders that shouldn't work
The bottom-middle 2 setup when slowed down to speed 1/4 seemed to show the version with the input priority on the top most splitter with a slightly better result, being more often showing 90 than 89 compared to the same setup without the input priority As expected. The left-hand input to the last s...
- Wed Dec 07, 2022 6:30 am
- Forum: Gameplay Help
- Topic: Train loaders that shouldn't work
- Replies: 13
- Views: 2115
Re: Train loaders that shouldn't work
loader90fast.png No attempt at mechanical balancing. The splitters just stuff as much as possible into the upstream side-loading belts, while ensuring there is an overflow path that goes further downstream. this one seemed wrong to me because the material on the right belt can never go in the left ...
- Wed Dec 07, 2022 1:09 am
- Forum: Gameplay Help
- Topic: Train loaders that shouldn't work
- Replies: 13
- Views: 2115
Re: Train loaders that shouldn't work
I prefer the previous one: 1 tile smaller and simply consumes 2 blue belts, which is usually the output of 2 production lines. I don't use blue belts much for routine transport. Even in a multi-megabase, there are only two ingredients that are both sufficiently valuable to justify blue belts for bu...
- Tue Dec 06, 2022 9:38 pm
- Forum: Gameplay Help
- Topic: Train loaders that shouldn't work
- Replies: 13
- Views: 2115
Re: Train loaders that shouldn't work
It's ugly My artistic soul is mortally wounded. What is wrong with elegant simplicity? Seriously though, you want ugly? Here's ugly (and cheap): loader90fast.png No attempt at mechanical balancing. The splitters just stuff as much as possible into the upstream side-loading belts, while ensuring the...
- Mon Dec 05, 2022 10:29 pm
- Forum: Gameplay Help
- Topic: Train loaders that shouldn't work
- Replies: 13
- Views: 2115
Re: Train loaders that shouldn't work
I don't think the loop-backs are needed for the 6-chest version. I can get full throughput with loader90.png 0eNrdWNtu2zAM/ZVBj4PdWRffgn3C/mAoAsfREmGJbEhy0aDwv09ymjpIzMb0W/eSwBcdkofUIeU3sjl0sjVKO7J6I1ZXbeyaeGfUNly/klUekRNZFX1EVN1oS1a//Wtqp6tDeMGdWklWRDl5JBHR1XG4Mo2O6720joRleis9Du2jhwutq+q/sdJWGifN1W...
- Mon Dec 05, 2022 9:23 pm
- Forum: Gameplay Help
- Topic: Train loaders that shouldn't work
- Replies: 13
- Views: 2115
Re: Train loaders that shouldn't work
When putting items on a belt, the gap needed at the insertion point doesn't need to be large enough to fit a whole item. Items already on the belt will be pushed back or held in place until there's proper spacing again. I hadn't thought about that aspect. You are right that it will help to maintain...