Search found 394 matches

by gGeorg
Fri Feb 19, 2021 3:23 pm
Forum: Ideas and Suggestions
Topic: Set stack size to signal quantity with filter inserters
Replies: 5
Views: 2470

Re: Set stack size to signal quantity with filter inserters

It is implemented other way.
lets asume signal of iron then
filter inserter use option "set filter"
and
use option "set stack" as a signal for stack

Then inserter is loading at full spead, iff possible but load exact amount in the end. No overshoot.
by gGeorg
Fri Feb 19, 2021 11:22 am
Forum: Energy Production
Topic: Perfect Nuclear Cloverleaf v3, Modular 1-4 cores book : 40-480MW, All the bells and whistles
Replies: 56
Views: 27589

Re: Perfect Nuclear Cloverleaf, Book of modular 1-4 cores : 40-480MW, Losseless, two power grids, all the bells and whis

2N design - you need a massive lake which is very hard to find on the default maps, or you need mods to dig up terrain For that matter, how big a lake do you think you need? Sure, you need lots of landfill if you're doing it in a big lake, but all you really need is a lake that's twelve-to-fourteen...
by gGeorg
Fri Feb 19, 2021 11:18 am
Forum: Energy Production
Topic: Perfect Nuclear Cloverleaf v3, Modular 1-4 cores book : 40-480MW, All the bells and whistles
Replies: 56
Views: 27589

Re: Perfect Nuclear Cloverleaf, Book of modular 1-4 cores : 40-480MW, Losseless, two power grids, all the bells and whis

2N design - wide design with lots of gaps means the power efficiency per tile is lower Hang on, what gaps are you talking about in a 2N design? My design is: x(58) * y(58) = z(3364) tiles taken 2N design uses: x(10) * y() = z() tiles taken 10 is size of two cores. Input y compute z then you will se...
by gGeorg
Thu Feb 18, 2021 4:17 pm
Forum: Wiki Talk
Topic: Wrong guide for memory cell
Replies: 1
Views: 1755

Wrong guide for memory cell

https://wiki.factorio.com/Tutorial:Combinator_tutorial#Memory scroll down to Positive cell Picture do not work. It is wrong setting : Aritmetic combinator is : Signal O + value 3 correct is: Signal O + Signal 3 Naming convention of signals is unfortunate. On top, description could be better as cell ...
by gGeorg
Thu Feb 18, 2021 12:23 am
Forum: Energy Production
Topic: Perfect Nuclear Cloverleaf v3, Modular 1-4 cores book : 40-480MW, All the bells and whistles
Replies: 56
Views: 27589

Re: Perfect Nuclear Cloverleaf, Book of modular 1-4 cores : 40-480MW, Losseless, two power grids, all the bells and whis

Thing is, heat consumes almost as much as steam. 2N design is massive system. Ah, because all the reactors are connected in a 2N, does that mean they all share the same heat network? I didn't know that. I thought the heat network starts at the heat pipes, but they also connect through the reactors?...
by gGeorg
Wed Feb 17, 2021 11:17 pm
Forum: Energy Production
Topic: Perfect Nuclear Cloverleaf v3, Modular 1-4 cores book : 40-480MW, All the bells and whistles
Replies: 56
Views: 27589

Re: Perfect Nuclear Cloverleaf, Book of modular 1-4 cores : 40-480MW, Losseless, two power grids, all the bells and whis

- each power plant can run in own processor thread Is this true? Does the game run power production in parallel? Or the fluid pipes in parallel, specifically? I thought it didn't. I suppose the updates might be simpler due to less combined pipes, but that is not an issue that is inherent to 2N desi...
by gGeorg
Wed Feb 17, 2021 10:49 pm
Forum: Energy Production
Topic: Perfect Nuclear Cloverleaf v3, Modular 1-4 cores book : 40-480MW, All the bells and whistles
Replies: 56
Views: 27589

Re: Perfect Nuclear Cloverleaf, Book of modular 1-4 cores : 40-480MW, Losseless, two power grids, all the bells and whis

ptx0 wrote:
Tue Feb 16, 2021 7:12 pm
too many pipes.
Thank you for response. I find a way how to save 80 pipes and make design even smaller. I hope I can handle update the first post.
by gGeorg
Wed Feb 17, 2021 10:47 pm
Forum: Energy Production
Topic: Perfect Nuclear Cloverleaf v3, Modular 1-4 cores book : 40-480MW, All the bells and whistles
Replies: 56
Views: 27589

Re: Perfect Nuclear Cloverleaf, Book of modular 1-4 cores : 40-480MW, Losseless, two power grids, all the bells and whis

I like the general idea, but 2N-designs provide much better efficiency. Lets assume you build quite large 20cores plant for 3GW 2N design - you need a massive lake which is very hard to find on the default maps, or you need mods to dig up terrain - you will need tons of landfill - you create one la...
by gGeorg
Tue Feb 16, 2021 6:57 pm
Forum: Energy Production
Topic: Perfect Nuclear Cloverleaf v3, Modular 1-4 cores book : 40-480MW, All the bells and whistles
Replies: 56
Views: 27589

Perfect Nuclear Cloverleaf v3, Modular 1-4 cores book : 40-480MW, All the bells and whistles

Target design the perfect power plant in several points of view - reliability, efficiency, easy to use, build expense, UPS and the design beauty. Design incudes documentation of thermal balance, combinators and build expense. You might check why, or how it works, possibly find an improvement. The b...
by gGeorg
Mon Feb 15, 2021 11:33 am
Forum: Combinator Creations
Topic: Equality between each machine
Replies: 3
Views: 1753

Re: Equality between each machine

hello, try this self-clocking trick https://i.imgur.com/U0dg9dh.png yellow inserter unloads as he like, and counts items. When enough items is produced, then stack inserters recive signal, they are set to filter mode. Value of constant combinator is S=11 which set value of stacks. Input inserter are...
by gGeorg
Mon Feb 15, 2021 10:20 am
Forum: Gameplay Help
Topic: Why belts are better than trains, in one picture:
Replies: 6
Views: 2592

Re: Why belts are better than trains, in one picture:

blazespinnaker wrote:
Sat Feb 13, 2021 10:40 pm
This doesn't happen to belts, or if it does, the robots will fix it
As far as I understand, your complain is = "There is no way how to automate fixing or building trains."

Lets hope the upcoming expansion will be about vehicles. I Could imagine hundred cool stuff to add.
by gGeorg
Sat Feb 13, 2021 10:08 am
Forum: Balancing
Topic: Flamethrowers dmg ; different oil bonuses
Replies: 0
Views: 1483

Flamethrowers dmg ; different oil bonuses

Current v1.21 Flamethrowers are a bit OP. issue: flamethrowers have the longest range and the biggest dmg. solution:Transform it to a support weapon which is best at slowing down oponents and secondary role is dmg hordes. Wiki: Contact damage: 3 fire Fire on the ground: 13/s fire Ignited objects: 10...
by gGeorg
Fri Feb 12, 2021 7:52 am
Forum: Gameplay Help
Topic: Why "No Path"?
Replies: 7
Views: 2564

Re: Why "No Path"?

I guess, Train in the station which passed the "Iron,P,Train" wants to find a route to the station "iron". Becouse of one way system of traffic lights it cant, then it says no path. Also as post above say, train can change direction in station only. When other train leaves "...
by gGeorg
Thu Feb 11, 2021 11:30 pm
Forum: Gameplay Help
Topic: Almost identical blueprints
Replies: 17
Views: 3748

Re: Almost identical blueprints

So you might have an advertisement of A=6, B=7. A will look at that and say, "I have capacity of six trainloads, but there is a station that has more, so I will stay closed." B will look and say, "I have a capacity of seven, and no station has more, so I will open." If a train t...
by gGeorg
Thu Feb 11, 2021 11:20 am
Forum: Gameplay Help
Topic: Almost identical blueprints
Replies: 17
Views: 3748

Re: Almost identical blueprints

Signal A goes to the medium electric pole next to the combinator that emits it, and from there is sent on a shared wire with all the other stations. So the each station of a yard has own signal. A,B,C, ... . Then a StoneDropOff yard sends A,B,C also CopperDropOff yard sends A,B,C. What do you do wi...
by gGeorg
Wed Feb 10, 2021 2:19 pm
Forum: Gameplay Help
Topic: Almost identical blueprints
Replies: 17
Views: 3748

Re: Almost identical blueprints

add one arithmetic combinator, Attach it to the boxes to Each * 1 output M then change the 14k - stones to 14k-M output circled I and connect them together. That way you normalize any material to M. Signal A is sent somewhere out of station ? Where the 14k number came from? 0eNrlWsuOozgU/RcvR6QHGzAP...
by gGeorg
Mon Feb 08, 2021 7:16 am
Forum: Gameplay Help
Topic: Almost identical blueprints
Replies: 17
Views: 3748

Re: Almost identical blueprints

The circuits have four combinators that have to be set to the "assigned signal". Going with a more generic layout I can eliminate two of those, and perhaps a third if I make a bit more complicated circuit. I do the duplicated blueprints because it is fast, just slam down the blueprint and...
by gGeorg
Sun Feb 07, 2021 11:54 pm
Forum: Gameplay Help
Topic: When can I (safely) start with nuclear power?
Replies: 29
Views: 10457

Re: When can I (safely) start with nuclear power?

If you look at the cheat sheet (https://factoriocheatsheet.com/), a 1x2 reactor core takes 14 Storage Tanks to hold all the Steam. Every 1x2 you tack on to that adds 26 more Storage Tanks for the Steam. In comparison, a 1x2 reactor core takes 28 Steam Turbines to use all the Steam, and you add appr...
by gGeorg
Sat Feb 06, 2021 11:11 pm
Forum: Railway Setups
Topic: load a train with missing items(without circuit net between stations)
Replies: 19
Views: 6611

Re: load a train with missing items(without circuit net between stations)

Yes it's simpler but it doesn't always function properly. Those are implementation details but consider the case of unloading sulfuric acid to a uranium patch. Most likely you can't unload 25K because you didn't wait for the buffer tank to run completly dry. So there is still some letft in the wago...

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