Having the whole junction being one block is terrible for train throughput. There's only a few situations when a train would really need to stop, but being only one block forces stops any time there's more than one train.
I generally design my train network to avoid 4-way intersections entirely. 3 ...
Search found 124 matches
- Mon Dec 14, 2015 8:59 pm
- Forum: Gameplay Help
- Topic: Rail junctions
- Replies: 8
- Views: 25726
- Mon Dec 14, 2015 5:04 am
- Forum: Show your Creations
- Topic: Bob's Mods: 1,900 rockets every 10 minutes (~3.2/sec)
- Replies: 6
- Views: 23389
Bob's Mods: 1,900 rockets every 10 minutes (~3.2/sec)
I started my latest game with the goal of doing about one rocket launch every 10 seconds, along with a no-robot challenge. Bob's Mods (minus enemies and military), RSO, and the usual mess of helper mods (FATS, FARL, blah blah blah). Unlike my previous Bob's mods games, I decided to allow the total ...
- Sun Dec 13, 2015 3:16 am
- Forum: Bob's mods
- Topic: Builds with Bob's
- Replies: 48
- Views: 53997
Re: Builds with Bob's
Rocket fuel production full-power test success!
70k sustained rocket fuel/min... Now to wait till the oil is depleted and see if my math was right
13 oil wells
16 refineries
87 chemical plant 4
208 assembler 6
1500+ god module 5
0 robots
http://theharms.org/misc/factorio-pics/prd/fuel-prod-test ...
70k sustained rocket fuel/min... Now to wait till the oil is depleted and see if my math was right
13 oil wells
16 refineries
87 chemical plant 4
208 assembler 6
1500+ god module 5
0 robots
http://theharms.org/misc/factorio-pics/prd/fuel-prod-test ...
- Sat Dec 12, 2015 5:34 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
- Replies: 161
- Views: 164749
Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7 (build 12)
I added YARM to an existing game (12.17), and can't load a save created with YARM active. The previous save (no YARM) is fine, but the current one gets to end of the loading progress bar and hangs.
UPDATE: I left it sit, and after about five minutes, it finally loaded... any ideas why it takes so ...
UPDATE: I left it sit, and after about five minutes, it finally loaded... any ideas why it takes so ...
- Fri Dec 11, 2015 10:31 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
- Replies: 161
- Views: 164749
Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7 (build 12)
I added YARM to an existing game (12.17), and can't load a save created with YARM active. The previous save (no YARM) is fine, but the current one gets to end of the loading progress bar and hangs.
UPDATE: I left it sit, and after about five minutes, it finally loaded... any ideas why it takes so ...
UPDATE: I left it sit, and after about five minutes, it finally loaded... any ideas why it takes so ...
- Tue Dec 08, 2015 8:08 pm
- Forum: General discussion
- Topic: my biggest problem with this game
- Replies: 6
- Views: 18176
Re: my biggest problem with this game
I've been able to work around this to some extent by playing more. Unfortunately, I think there's a free time leak in there somewhere.daniel34 wrote:I would like to move your problem to Bug Reports, but I suspect it would end up in Not a bug/Won't fix.Formal Rice Farmer wrote:my biggest problem with this game:
too fun
pls fix
- Thu Dec 03, 2015 7:34 pm
- Forum: News
- Topic: Friday Facts #114 - Better train conditions
- Replies: 77
- Views: 69410
Re: Friday Facts #114 - Better train conditions
Regarding the "no items added/removed in last <user specifiable> seconds" condition.
I think this should be "less than <user specifiable> items added/removed in the last <user specifiable> seconds.
I think I would mostly use this sort of thing for picking up ore from mines or other production ...
I think this should be "less than <user specifiable> items added/removed in the last <user specifiable> seconds.
I think I would mostly use this sort of thing for picking up ore from mines or other production ...
- Fri Nov 20, 2015 3:33 am
- Forum: Bob's mods
- Topic: Builds with Bob's
- Replies: 48
- Views: 53997
Re: Builds with Bob's
I finally got around to getting screenshots of the Bob's Mod factory I've been working on. There's about 160 hours on this map so far.
I'm basically using rail as a widely distributed, high-capacity main bus, with smaller production units that make products that have similar inputs. The products ...
I'm basically using rail as a widely distributed, high-capacity main bus, with smaller production units that make products that have similar inputs. The products ...
- Fri Nov 13, 2015 7:04 pm
- Forum: News
- Topic: Friday Facts #112 - Better noise
- Replies: 63
- Views: 56586
Re: Friday Facts #112 - Better noise
Fallout 4? I'm not spending $60 on a game that won't even let me properly remap the movement keys to something sensible! Guess that's what happens when you port a stunted console interface to PC...
(Anyone else noticed a strong inverse correlation between game cost and fun potential these days?)
(Anyone else noticed a strong inverse correlation between game cost and fun potential these days?)
- Sun Sep 06, 2015 3:59 pm
- Forum: Show your Creations
- Topic: The bentham/arumba train unloader
- Replies: 26
- Views: 27179
Re: The bentham/arumba train unloader
Interesting setup. I like the counters but some areas seem more complex then necessary. With the 14 ore types it changes that designs away from how much bulk can I push through a point to more of a get what I need when I need it approach.
Yeah, the challenge with Bob's is more one of managing the ...
Yeah, the challenge with Bob's is more one of managing the ...
- Sun Aug 23, 2015 4:50 am
- Forum: Bob's mods
- Topic: Builds with Bob's
- Replies: 48
- Views: 53997
Re: Builds with Bob's
Ezzue, that is REALLY rediculas o_O meanwhile i'm sitting here with just red science automated and thinking "how the fk am i going to seperate nickle from lead to turn into basic circuit boards..." then i think, meh fuck it netflix time
And here I've been going around mixing belts on purpose ...
And here I've been going around mixing belts on purpose ...
- Tue Aug 11, 2015 5:33 pm
- Forum: Gameplay Help
- Topic: How to base defense?
- Replies: 13
- Views: 24043
Re: How to base defense?
Also try building radar outposts. Radar, roboport with 5-10 construction bots and a stash of repair packs, provider chest with a few extra walls, turrets, etc., laser turrets on the "out"-side, and a double wall. Biters seem to love going after radar, so the idea is to use them as bait along the ...
- Fri Aug 07, 2015 3:54 am
- Forum: General discussion
- Topic: Light Oil (FIX IT)
- Replies: 23
- Views: 18127
Re: Light Oil (FIX IT)
I do not get the method. As I recall, the rafineries produce all 3 sorts of oil simultanly. How can I get, even with combinators, stop the production of 1 type of oil? Can someone explain this to me? Maybe with an save, where such a thing is set up? I am too dumb to use combinators :D
You even don ...
You even don ...
- Tue Aug 04, 2015 2:12 pm
- Forum: General discussion
- Topic: Talking about the circuit design process
- Replies: 30
- Views: 27636
Re: Talking about the circuit design process
What we end up with is:
W': F(WCP) = W (easy!)
C': F(WCP) = !WC!P (not W AND C AND not P)
P': F(WCP) = !WP + !W!C ((not W AND P) OR (not W AND not C))
Let's examine those.
We can re-write P' by distribution
P' = not W and (P or not C)
There's a common sub-term here if we invert, since
P or not ...
W': F(WCP) = W (easy!)
C': F(WCP) = !WC!P (not W AND C AND not P)
P': F(WCP) = !WP + !W!C ((not W AND P) OR (not W AND not C))
Let's examine those.
We can re-write P' by distribution
P' = not W and (P or not C)
There's a common sub-term here if we invert, since
P or not ...
- Sun Aug 02, 2015 4:32 pm
- Forum: General discussion
- Topic: Talking about the circuit design process
- Replies: 30
- Views: 27636
Re: Talking about the circuit design process
Ratchetfreak beat me to the Karnaugh map suggestion. :) But, I think it bears some additional explanation.
The first thing to do is think about how you're going to control things in the game. In Gus's original example, that would probably be three inserters for wood, coal, or solid fuel. For any ...
The first thing to do is think about how you're going to control things in the game. In Gus's original example, that would probably be three inserters for wood, coal, or solid fuel. For any ...
- Sat Aug 01, 2015 3:45 am
- Forum: General discussion
- Topic: Explain intersection based vs. loop based rail networks
- Replies: 85
- Views: 53931
Re: Explain intersection based vs. loop based rail networks
So, this happened.
http://i.imgur.com/09yqdsG.jpg
There are actually two problems there. The lack of some signals makes it worse, but those two intersections are also too close together. You need at least enough space between the exit signal of one intersection and the entrance to the next ...
http://i.imgur.com/09yqdsG.jpg
There are actually two problems there. The lack of some signals makes it worse, but those two intersections are also too close together. You need at least enough space between the exit signal of one intersection and the entrance to the next ...
- Fri Jul 31, 2015 3:18 am
- Forum: Mods
- Topic: [MOD 0.12.0+] Greenhouses 0.1.0
- Replies: 46
- Views: 53907
Re: [0.12.x+] Greenhouses 0.1.0
First I'd need a genetic engineering lab to breed special trees with module slotsrinaf wrote:i like your mod, i am using it for some hours now and i like it a lot more than treefarm. but could you do an advanced version of it with module slots?
- Thu Jul 30, 2015 7:47 pm
- Forum: General discussion
- Topic: Explain intersection based vs. loop based rail networks
- Replies: 85
- Views: 53931
Re: Explain intersection based vs. loop based rail networks
Ahh, yes, I have made this kind of experience lately. This is a nice problem. I found an easy solution: double headed trains needs to be always an odd number of wagons. 1, 3, 5 wagons (more don't make sense). In that way, you can keep them symmetrical!
While single headed trains (one direction ...
While single headed trains (one direction ...
- Thu Jul 30, 2015 4:24 pm
- Forum: General discussion
- Topic: Explain intersection based vs. loop based rail networks
- Replies: 85
- Views: 53931
Re: Explain intersection based vs. loop based rail networks
The main drawback to double-headed trains is that you can't generally guarantee which end will be which when it comes into a station (unless you micro-manage its route, which isn't possible on a large network that has loops). That's fine for bulk cargo like ore, but doesn't work at all when you ...
- Thu Jul 30, 2015 3:45 pm
- Forum: General discussion
- Topic: Factorio Strategy Guide; Need Your Input
- Replies: 15
- Views: 17641
Re: Factorio Strategy Guide; Need Your Input
IMHO, the first option is what the wiki is for. 
I think a strategy guide would then tell you how to use the information from "first option" to be successful.
I think a strategy guide would then tell you how to use the information from "first option" to be successful.