Search found 124 matches

by SpeedDaemon
Fri Jun 02, 2017 5:46 pm
Forum: Show your Creations
Topic: Stupid Simple Train Refueling
Replies: 9
Views: 31539

Re: Stupid Simple Train Refueling

I, too, use almost exactly the same system. I use a 1-1-1 train to distribute fuel, though, because then I don't have to worry about turning around (and it's really easy to wedge small terminus stations into whatever space is left after building an outpost/town). I usually pull a spur off the main l...
by SpeedDaemon
Fri Jun 02, 2017 5:29 pm
Forum: Show your Creations
Topic: 1 or 2-to-6 train loading balancer
Replies: 13
Views: 28882

Re: 1 or 2-to-6 train loading balancer

I use the circuit-based balancer sometimes myself, but there are a few gotchas. The inserters actually need to be enabled on "< max-stack-size" to prevent issues. You can also run into problems if your trains arrive not-completely-empty, or any other external influence causes the chests to...
by SpeedDaemon
Thu Jun 01, 2017 3:46 pm
Forum: Gameplay Help
Topic: Multiple Trains vs Bigger Trains?
Replies: 11
Views: 9126

Re: Multiple Trains vs Bigger Trains?

Bigger trains require more space - bigger stations, more track between intersections, etc. Trying to build that infrastructure in/around existing bases can be more difficult. Regarding stackers/parking: I will always have enough parking before a station to accommodate every single train that uses th...
by SpeedDaemon
Tue May 30, 2017 11:29 pm
Forum: Show your Creations
Topic: 1 or 2-to-6 train loading balancer
Replies: 13
Views: 28882

1 or 2-to-6 train loading balancer

I needed a 1 (or 2) to 6 balancer for loading trains, which means it couldn't be more than 7 tiles wide. I looked around and wasn't able to find anything like that, so I made one. Uses an unfortunate amount of "vertical" space, but I can't see any obvious way to make it any smaller. http:/...
by SpeedDaemon
Tue May 30, 2017 5:15 pm
Forum: Gameplay Help
Topic: how to supply city from outpost?
Replies: 6
Views: 2221

Re: how to supply city from outpost?

The "when to switch to trains" question is (for me) pretty easy to answer. If I know I'm going to play on a map long enough to deplete the starting resources, it's "As soon as possible!" Once you properly set up your smelting area to accept ore from trains, you can start slapping...
by SpeedDaemon
Fri May 26, 2017 2:32 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 148793

Re: Friday Facts #191 - Gui improvements

I like almost all of these UI changes! The one suggestion I'd have is that on the inventory window, tab the character and logistics areas, but always have the crafting part to the right where it is now (except when replaced by an entity inventory). Since crafting is often used in conjunction with th...
by SpeedDaemon
Wed May 24, 2017 5:48 pm
Forum: Gameplay Help
Topic: Stack Filter Inserter - set stack size according to filter
Replies: 11
Views: 5222

Re: Stack Filter Inserter - set stack size according to filter

Can you set it up to use two inserters? One stack filter, and one normal filter with stack override = 1. Once you do your math to figure out how many of each item to load, send the signals through a combinator with "each >= 12 -> each" to the stack filter, and "each < 12 -> each"...
by SpeedDaemon
Mon May 22, 2017 9:09 pm
Forum: Gameplay Help
Topic: Watery woes: Looking for help on water throughput
Replies: 11
Views: 3636

Re: Watery woes: Looking for help on water throughput

My instinct on how to solve this would be to design the largest plant practical without having a lot of water supply problems, then "tile" it by smacking those down next to the nearest convenient body of water when I need more power. Use a train to deliver fuel/remove spent fuel. Depends o...
by SpeedDaemon
Mon May 22, 2017 6:44 pm
Forum: Gameplay Help
Topic: Send train straight back to the unloading station?
Replies: 13
Views: 4981

Re: Send train straight back to the unloading station?

Since you only have two trains running, you could maybe improve things a little bit, anyway... If your schedule is OutpostA, OutpostB, Base: Set it up so that when a train at OutpostA becomes full, disable OutpostB for 2 seconds only if there is also a train unloading at Base (since you know it's no...
by SpeedDaemon
Mon May 15, 2017 3:55 pm
Forum: General discussion
Topic: Reactor Adjacentcy - Industrial-craft
Replies: 14
Views: 6652

Re: Reactor Adjacentcy - Industrial-craft

I kind of liked the explosive mechanics of reactors in IC2. Losing is fun. Yeah, building the complicated redstone contraptions for keeping them cool, and the massive containment chambers were part of the fun. I still had a map or two with 100-block-wide holes in the ground, though :D In Factorio, ...
by SpeedDaemon
Mon May 15, 2017 2:22 pm
Forum: Gameplay Help
Topic: How to make each train go to a different (same name)station?
Replies: 22
Views: 6549

Re: How to make each train go to a different (same name)station?

Having only one train driving at a time, even if it is per item type, is a no go. The question wasn't about how to make each train pick a different station at the start but how to make them keep trying till they get it right. And for that: No need to switch signals. A chain signal does this natural...
by SpeedDaemon
Fri May 12, 2017 9:20 pm
Forum: Bob's mods
Topic: [BUG report] Can't craft Circuits after Plastics Research
Replies: 7
Views: 2775

Re: [BUG report] Can't craft Circuits after Plastics Research

If you don't plan on ever using synthetic wood to make boards, try this: Back up mods\bobelectronics_<version>\prototypes\electronics.lua Edit that file, and remove this: { type = "recipe", name = "wooden-board-synthetic", category = "electronics", enabled = false, ingr...
by SpeedDaemon
Fri May 12, 2017 8:45 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 350200

Re: [0.15.x] Bob's Mods: General Discussion

While it is fine for the vanilla game, Bob's mods add so many resources and intermediates that it becomes generally near to nonsense to transport stuff via belts so I would vote for enabling logistic network at blue science in Bob's mods. Ok maybe with added new logistic science pack but no way wit...
by SpeedDaemon
Fri May 12, 2017 7:53 pm
Forum: Releases
Topic: Version 0.15.10
Replies: 90
Views: 53135

Re: Version 0.15.10

Avezo wrote:But don't all processes in refineries take place at high temperatures? All other oil-related recipes in Factorio should require steam instead of water as well then.
Quiet! They might hear you... :D

That said, I'd be fine with oil cracking requiring steam
by SpeedDaemon
Fri May 12, 2017 6:12 pm
Forum: Gameplay Help
Topic: How to make each train go to a different (same name)station?
Replies: 22
Views: 6549

Re: How to make each train go to a different (same name)station?

If the stop a train is heading toward is disabled it immediately changes path to another stop with the same name. If no such stop is available it continues to the next one in the schedule. If there is no path to the stop it's trying to reach it'll just stop. If you want to limit how many trains you...
by SpeedDaemon
Fri May 12, 2017 2:58 pm
Forum: Gameplay Help
Topic: How to make each train go to a different (same name)station?
Replies: 22
Views: 6549

Re: How to make each train go to a different (same name)station?

It should be simple with disabling stops. Your load station signalling seems fine so you just need to wire the train stop to a nearby power pole and then set it to read train contents, and enable/disable with enabled condition "everything = 0". By doing that the station disables itself as...
by SpeedDaemon
Thu May 11, 2017 7:31 pm
Forum: Gameplay Help
Topic: [SOLVED] Need help with mass deleting chunks (function)
Replies: 7
Views: 4588

Re: Need help with mass deleting chunks (function)

I think you can put LUA scripts, including loops, into the game console, which would mean you could automate running the delete_chunk command... I don't have an example available right now, though. EDIT: Try this: /c for x=<start>,<end> do for y=<start>,<end> do game.player.surface.delete_chunk{x, y...
by SpeedDaemon
Thu May 11, 2017 7:28 pm
Forum: Gameplay Help
Topic: [0.15] Storage chests still a no-go; workarounds?
Replies: 4
Views: 3744

Re: [0.15] Storage chests still a no-go; workarounds?

I've taken to simply never building huge one-logistics-network-to-rule-them-all systems, because it's hugely inefficient to have the bots constantly wandering across the entire map. I break up the network around certain areas or functions, and use other, more intelligent means to move stuff between ...
by SpeedDaemon
Thu May 11, 2017 3:46 pm
Forum: Gameplay Help
Topic: How to make each train go to a different (same name)station?
Replies: 22
Views: 6549

Re: How to make each train go to a different (same name)station?

With stack inserters, you can load a train in about 5 seconds - far faster than the number of miners on a typical ore patch can supply. I find I need to uniquely name each of my mine stations to tune the number of trains coming in to the amount of ore available. I don't want a train sitting at a min...
by SpeedDaemon
Thu May 11, 2017 2:45 pm
Forum: Releases
Topic: Version 0.15.10
Replies: 90
Views: 53135

Re: Version 0.15.10

For example, that steam for coal liquification seems weird, just put a boiler next to a line full of coal that's already there and plug in, doesn't seem to add much to the game. Theoretically setting up combined power plant and refinery might be cool, but I'm personally not going to try that before...

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