Your loader looks quite good, similar to:
But Madzuri came up with a circuit build which is much more compact:
https://www.youtube.com/watch?v=4IjfnOSHZ1A
Search found 240 matches
- Wed May 31, 2017 3:13 am
- Forum: Show your Creations
- Topic: 1 or 2-to-6 train loading balancer
- Replies: 13
- Views: 28877
- Wed May 31, 2017 2:54 am
- Forum: Gameplay Help
- Topic: Multiple Trains vs Bigger Trains?
- Replies: 11
- Views: 9122
Re: Multiple Trains vs Bigger Trains?
When would it be better to have multiple rails and stackers rather than having a bigger train with more locomotives? I don't personally build them so this is speculation but Megabases would require multiple trains. They consume so many resources that you need to be simultaneously mining multiple or...
- Tue May 30, 2017 7:12 am
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 107462
Re: The perfect OCD compliant power plant! Now 0.15.11 safe
This reactor was covered in a Xterminator video. Unfortunately they didn't do it justice, failing to get it started, not mentioning the critical features and made disparaging comments about steam storage and smart builds. From the looks of them yours was the only reactor design series which smoothly...
- Sun May 28, 2017 2:20 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 208959
Re: [MOD 0.14] Upgrade planner - v1.2.7
Can't seem to understand how to make this work on 0.15.16 I have the onscreen icon, I configured it to upgrade red belt to blue and tried it on a blueprint containing red belt. All went as expected. But I thought I was going to able upgrade entities in place with some some of yellow version of the ...
- Sat May 27, 2017 10:42 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 107462
Re: The perfect OCD compliant power plant! Now 0.15.11 safe
My single continuous feed reactor was struggling with demand so I dumped it and switched to your blueprint 2 reactor design. Turned off my coal fired boilers, power demand has roughly doubled but nuclear fuel consumption is maybe a third of what I was using with a single reactor and no steam storage...
- Sat May 27, 2017 4:19 am
- Forum: General discussion
- Topic: Underground belt lane splitting, anyone else hate it?
- Replies: 97
- Views: 38355
Re: Underground belt lane splitting, anyone else hate it?
I will say, if they go forward with the toolbelt->toolbar transition and we end up with an unlimited (or at least n>2) number of toolbars at our disposals, I'd be far more amenable to adding new parts. The FFF only said change to toolbar, it didn't suggest any increase in available space, I assume ...
- Fri May 26, 2017 5:56 am
- Forum: Combinator Creations
- Topic: Switch off radar when accumulators are decreasing
- Replies: 3
- Views: 3426
Re: Switch off radar when accumulators are decreasing
Gepwin achieves the same effect in his Youtube video Factorio short circuits: No Combinator Schmitt Trigger without using combinators.
https://www.youtube.com/watch?v=_ixfIR-CqwU
https://www.youtube.com/watch?v=_ixfIR-CqwU
- Fri May 26, 2017 4:48 am
- Forum: General discussion
- Topic: solar power plant better than nuclear reactor
- Replies: 20
- Views: 13099
Re: solar power plant better than nuclear reactor
Yeah it's really weird how they've done it. My suggestion - research uranium processing early, and just put uranium in chests for a while. Then, once you hit 40, you can rig the kovarex loop, build the power plant, and have virtually unlimited U235. I used to think this way, but the thing is that e...
- Thu May 25, 2017 5:47 pm
- Forum: Mods
- Topic: [0.14] What is it used for?
- Replies: 137
- Views: 50756
Re: [0.14] What is it used for?
Thanks for this mod fork, tried it today, works in 0.15Coppermine wrote:For those waiting for a 0.15 version of this, I've just released "What is it really used for?", a fork of this mod.
- Thu May 25, 2017 2:02 am
- Forum: General discussion
- Topic: Mixed mines
- Replies: 7
- Views: 3664
Re: Mixed mines
Better proposal: make separate tech and mines for uranium that need acid so there is no magic different picture depending on placement and mods can use the new mines as well for eg dirty mining That's a worse suggestion. No new item clutter. I have enough to manage in my inventory and toolbelt as i...
- Wed May 24, 2017 10:47 am
- Forum: General discussion
- Topic: solar power plant better than nuclear reactor
- Replies: 20
- Views: 13099
Re: solar power plant better than nuclear reactor
I thought this thread was about the critical resource nuclear consumes but solar doesn't : UPS. According to Xterminator's video some people calculated a 7-8 UPS drop for a 10GW powerplant. The UPS cost of solar is 0 because there's no moving parts and the devs optimized it back in 0.13 or earlier, ...
- Wed May 24, 2017 2:59 am
- Forum: Ideas and Suggestions
- Topic: Darken miner on depleted deposit
- Replies: 14
- Views: 4886
Re: Darken miner on depleted deposit
[MOD 0.15+] AutoDeconstruct 0.1.8
It is worth the effort of the download. If you have bots with this mod then miners just vanish by magic! If you don't have bots yet, use Bluebuild.
Automatically marks your miners for deconstruction when they run out of resources to mine.
It is worth the effort of the download. If you have bots with this mod then miners just vanish by magic! If you don't have bots yet, use Bluebuild.
- Wed May 24, 2017 1:34 am
- Forum: General discussion
- Topic: Underground belt lane splitting, anyone else hate it?
- Replies: 97
- Views: 38355
Re: Underground belt lane splitting, anyone else hate it?
Adding dedicated entities for each such unintended functionality not only clutters inventory with rarely used items, it also takes out incentive for experimenting. Exactly, every item adds some clutter, it is hard enough now to pick out the thing you want from inventory or find it in the crafting m...
- Tue May 23, 2017 6:19 pm
- Forum: Mods
- Topic: [MOD 0.15] Bluebuild rewritten
- Replies: 26
- Views: 10872
Re: [MOD 0.15] Bluebuild rewritten
Works as advertised, blueprints from the start of the game work nicely now. Recommend users disable longreach, makes it too OP, on maximum zoom in the mod was placing stuff either offscreen or right on the border.
- Tue May 23, 2017 10:17 am
- Forum: Gameplay Help
- Topic: Trains get stuck
- Replies: 8
- Views: 4501
Re: Trains get stuck
I've found the secret to bi-directional rails is very small numbers of trains and chain signals everywhere.terraflare wrote:And idk if this is just me, but I feel like having a bidirectional rail with more than one train accessing it, will always find a way to f*ck the routes up.
- Tue May 23, 2017 6:03 am
- Forum: Gameplay Help
- Topic: Trains get stuck
- Replies: 8
- Views: 4501
Re: Trains get stuck
Currently your North-South parallel rails are bi-directional. I would suggest changing just these two rails to be right hand drive. The rail on the left hand side should be south only and the rail on the right should be north only. To achieve that, remove the signals between the rails. Note how the ...
- Tue May 23, 2017 3:20 am
- Forum: Not a bug
- Topic: Trains are stuck
- Replies: 4
- Views: 1838
Re: Trains are stuck
In 15.10 the devs added "Added rail block debug visualization" to help understand and debug exactly this kind of problem. Try turning it on and reviewing your rail blocks.
- Sun May 21, 2017 1:38 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 148695
Re: Friday Facts #191 - Gui improvements
I started playing a few months ago or so, but was initially turned off by the "beta state" and didn't start again until about 2 weeks ago. Was there a specific shortfall that made it unacceptable to you or just that it was marketed as Beta? I've played on and off since 0.13 I always thoug...
- Sun May 21, 2017 4:43 am
- Forum: General discussion
- Topic: What programming language Factorio is written in?
- Replies: 38
- Views: 40092
Re: What programming language Factorio is written in?
OP Last visited: Sat May 06, 2017 8:34 am
Day 15, people continue replying to someone who hasn't been online in two weeks.
Day 15, people continue replying to someone who hasn't been online in two weeks.
- Sat May 20, 2017 8:52 am
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 148695
Re: Friday Facts #191 - Gui improvements
I like these changes and I'm for them. 1 request - please don't bind the "ghost building" with "quickbar empty". there are a lot of instances where I'd like build ghosts even when i have the item. (to build a blueprint, to "see how it looks", etc.) There was no suggest...