Search found 95 matches

by twepy
Wed May 17, 2017 10:36 pm
Forum: Gameplay Help
Topic: What command
Replies: 1
Views: 672

Re: What command

You can create new ore patches, by using the console (default key ~), beware the game will take note and disables achievements. The command below creates a new 11 by 11 iron ore patch at player current position. Change the name to copper-ore for copper or coal for you might guess it coal. /c surface...
by twepy
Wed May 17, 2017 2:56 pm
Forum: Gameplay Help
Topic: Circuit Network Chests
Replies: 3
Views: 1347

Re: Circuit Network Chests

For a train already at the station nothing changes, it only affects trains with that station as destination.
by twepy
Tue May 16, 2017 5:12 pm
Forum: Gameplay Help
Topic: No Path Train (have loop for it to turn)
Replies: 11
Views: 13451

Re: No Path Train (have loop for it to turn)

Its an interesting idea to reuse the same loop for multiple trains, i wouldnt recommend it on busy sections its quite prone for deadlocks. Shokubai solution works, personally i would put the regular signal on top of the loop, but thats more preference to keep the intersection unblocked. https://www....
by twepy
Mon May 15, 2017 10:23 pm
Forum: Gameplay Help
Topic: Send train straight back to the unloading station?
Replies: 13
Views: 5030

Re: Send train straight back to the unloading station?

That will work if you have only one train running around, if a second train is already moving towards the second outpost that train will return to base because the destination is disabled.
by twepy
Mon May 15, 2017 9:55 pm
Forum: Gameplay Help
Topic: Send train straight back to the unloading station?
Replies: 13
Views: 5030

Re: Send train straight back to the unloading station?

Hasn't 0.15 implemented disabling train stops? I haven't played with it as to me it's not a complete solution for the problem it was trying to solve but should work for what you want. Just disable the outpost until it needs resources, the train will either skip it to go to the other outpost or both...
by twepy
Sat Aug 27, 2016 8:20 pm
Forum: Gameplay Help
Topic: connect a switch to a switch? 0.13.17
Replies: 5
Views: 1716

Re: connect a switch to a switch? 0.13.17

What you need is a Set/Reset latch, when the set condition is triggered it says that way until the reset condition is triggered. In the example below the right side is the Set (on switch) and triggers when the accumulator goes below ten, the left side is the Reset (off switch) and triggers when the ...
by twepy
Wed Aug 17, 2016 4:51 pm
Forum: Gameplay Help
Topic: Oil Issues
Replies: 12
Views: 5588

Re: Oil Issues

The refinery really needs some kind of flashing warning light to signal whenever an output is clogged. Unfortunately you cant monitor the refinery it self, but you can monitor the levels in the storage tanks of heavy and light oil and petroleum gas and let a light blink when a threshold is exceeded...
by twepy
Mon Aug 15, 2016 8:11 pm
Forum: Gameplay Help
Topic: Oil Issues
Replies: 12
Views: 5588

Re: Oil Issues

The issue is that oil processing cycle is 5 seconds versus 1 second cycles for the recipes of the chemical plant: In one cycle of 5 seconds your refineries produces: 4 petroleum gas * 4 refineries = 16 petroleum gas. In that same 5 seconds your chemical plants use: 2 chemical plants * 3 petroleum ga...
by twepy
Mon Aug 15, 2016 5:35 pm
Forum: Gameplay Help
Topic: Oil Issues
Replies: 12
Views: 5588

Re: Oil Issues

As far as i can see there is nothing wrong with the setup. There isnt really pressure simulated in the system, the value is simply how much gas or fluid it in that section of pipe. Fluids or gasses for that matter will equalize throughout the whole pipe system and storage tanks. As a general advise ...
by twepy
Sun Aug 07, 2016 6:34 pm
Forum: Gameplay Help
Topic: Train Network Help "No Path"
Replies: 5
Views: 19521

Re: Train Network Help "No Path"

To start with the basics. Signals have two functions, keeping trains from colliding and a less obvious function it dictates the drive direction on a block. RailwayBasics.png Based on your schema its has only one way track with opposing signaling so trains never can reach their destination. The solut...
by twepy
Fri Aug 05, 2016 4:07 pm
Forum: Gameplay Help
Topic: Laboratory belt loop
Replies: 16
Views: 8360

Re: Laboratory belt loop

The advantage of a looped belt over a straight line belt is in case of shortage in which there arent enough flasks produced it will give all labs continuously an almost chance to get a flask of the belt and keeps all labs running for a long as possible instead of having the last lab in the line &quo...
by twepy
Fri Aug 05, 2016 3:55 pm
Forum: Gameplay Help
Topic: Rail Planner: Unable to build a basic track loop
Replies: 4
Views: 3592

Re: Rail Planner: Unable to build a basic track loop

As far as i know its impossible to make loops in one step, make the first half of the loop and then complete the loop and it will connect fine.
loop.png
loop.png (1.18 MiB) Viewed 3573 times
by twepy
Tue Jul 05, 2016 5:58 pm
Forum: Gameplay Help
Topic: [Train] All green light, "no path"
Replies: 8
Views: 13913

Re: [Train] All green light, "no path"

Lets start with the basics. Signals have two functions in Factorio, first is keeping trains separated, the other is determining the direction of the trains. To start with the last, when a signal is placed at one side of the track it considered one way, automated trains will not go against a signal. ...
by twepy
Tue Jul 05, 2016 3:56 pm
Forum: Railway Setups
Topic: Simple combinator-free safe rail crossing
Replies: 23
Views: 47106

Re: Simple combinator-free safe rail crossing

The key of the safe rail crossing is the player detection range of the gates, as long as your within that range youre protected* outside that range you are game for any train. So its important to have gates at both sides of the track at the crossing to be within detection range the whole time. *Howe...
by twepy
Wed Jun 29, 2016 7:35 pm
Forum: General discussion
Topic: Train stations and circuit networks [0.13]
Replies: 11
Views: 7954

Re: Train stations and circuit networks [0.13]

To check the content of circuit network hover your mouse over an electricity pole which is wired with the signal wire and it shows the contents of the circuit network.
by twepy
Tue Jun 28, 2016 3:50 pm
Forum: Gameplay Help
Topic: How are curved rails built now?
Replies: 4
Views: 43943

Re: How are curved rails built now?

Hover the mousepointer on an existing piece of track. A green triangle appears, click it and rail planner activates. Now you can drag the desired rail track.
by twepy
Tue Jun 07, 2016 7:22 pm
Forum: Gameplay Help
Topic: I need help with my train signals
Replies: 7
Views: 1994

Re: I need help with my train signals

Thanks for the reply, so I tried that, and this happened? What did I do wrong? (First time trying to do trains) Its simple in the block behind the normal signal there is a train and as long as the block isnt free the signal stays red, because the game only allows one train in a block. Check your ra...
by twepy
Tue Jun 07, 2016 7:01 pm
Forum: Gameplay Help
Topic: I need help with my train signals
Replies: 7
Views: 1994

Re: I need help with my crossing

Well, the next signal is red so the train is waiting for it to turn green. What you probably wanted to ask, why is my train waiting on the intersection. The answer to that question is that trains dont look ahead and simply continue until they encounter a red signal as shown here. To prevent a train ...
by twepy
Sun Jun 05, 2016 12:24 pm
Forum: Gameplay Help
Topic: Robots not moving items from Passive chests to player
Replies: 6
Views: 4388

Re: Robots not moving items from Passive chests to player

You did nothing wrong, its a matter of interpretation. What you are expecting if you put a request of 30 plates the bots bring 30 plates, thats not how the logistic network works. What you told the logistic network is that want to have a minimum of 30 plates in your inventory, because you already ha...
by twepy
Thu Jun 02, 2016 5:54 pm
Forum: Gameplay Help
Topic: Changing the frequency of alien bases of existing game
Replies: 7
Views: 4983

Re: Changing the frequency of alien bases of existing game

Warlord1981NL from the Biter bases topic i learned thats possible to spawn enemies through the console. Open console with tilde (~) and type: /c game.get_surface(1).create_entity{name="biter-spawner", position={game.local_player.position.x, game.local_player.position.y-50},force=game.force...

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