Search found 233 matches

by Khagan
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,...
by Khagan
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...
by Khagan
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...
by Khagan
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

Taipion wrote:
Thu Aug 17, 2023 10:30 am
Can you tell me more about those stop limits? What do they do?
There's a good description in the original FF that introduced them: viewtopic.php?f=38&t=90207
by Khagan
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...
by Khagan
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...
by Khagan
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...
by Khagan
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...
by Khagan
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

Qilili wrote:
Wed Mar 15, 2023 6:02 am
Is there any data about how these resources are distributed with default settings?
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')
by Khagan
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.
by Khagan
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...
by Khagan
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...
by Khagan
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.
by Khagan
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...
by Khagan
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...
by Khagan
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 ...
by Khagan
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...
by Khagan
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...
by Khagan
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...
by Khagan
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...

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