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by zOldBulldog
Wed Jul 03, 2019 4:31 pm
Forum: Gameplay Help
Topic: What's the most simple way to learn to play Factorio?
Replies: 19
Views: 9389

Re: What's the most simple way to learn to play Factorio?

I would say that the simplest way to learn is to follow Nilaus 'Base in a Book" series. It is old but it teaches you to think in Factorio terms.

DO NOT grab his blueprints. The whole point is to learn, not to build his thing.
by zOldBulldog
Wed Jul 03, 2019 4:12 pm
Forum: General discussion
Topic: Should standing next to an active reactor harm player health?
Replies: 42
Views: 13622

Re: Should standing next to an active reactor harm player health?

Short answer to the suggestion: NO. It will not add realism. I once worked with radioactive materials and I have even been in a reactor. There are procedures and protections. You don't "just get irradiated" for working with them or being near. If it did... we'd tell them to go jump off a b...
by zOldBulldog
Tue Jun 25, 2019 3:52 pm
Forum: General discussion
Topic: Module Production: To beacon or not to beacon?
Replies: 26
Views: 9514

Re: Module Production: To beacon or not to beacon?

I try to beacon everything. Production modules + speed modules saves a lot of resources. The power consumption is almost irrelevant - a 2x2 reactor can power almost everything.... if it isn't enough, i just build a new one. I tend to agree that power is irrelevant. - In vanilla, a 2x2 reactor gener...
by zOldBulldog
Tue Jun 25, 2019 12:35 am
Forum: Technical Help
Topic: Steam Sync - multiple save files - SOLVED
Replies: 0
Views: 1098

Steam Sync - multiple save files - SOLVED

I have been successfully using Steam Sync for a long time, to allow me to switch my play between my desktop and laptop. I am familiar with the typical problems and therefore am very careful to let it complete the sync each time I exit Factorio. I rarely experience any problems, and when I do it is e...
by zOldBulldog
Mon Jun 24, 2019 11:19 pm
Forum: Logistic Train Network
Topic: Is it possible to request from multiple providers in a single schedule?
Replies: 18
Views: 6868

Re: One pickup, many deliveries. Is it possible?

Very frustrating and that is why I was hoping LTN or somebody else's "works with LTN" mod would do the trick. This question was a last ditch attempt to salvage my use of air filters to play in an ecologically friendly way... I am now considering saying "to h*** with it", wiping ...
by zOldBulldog
Mon Jun 24, 2019 12:01 pm
Forum: Logistic Train Network
Topic: Is it possible to request from multiple providers in a single schedule?
Replies: 18
Views: 6868

Re: One pickup, many deliveries. Is it possible?

For such a setup use a normal train and name all the stations needing air filters the same. Set the train to load air filters until full and then add the unloading stations N times with circuit condition "air filters > M" or "empty". Then program the unloading stations to enable...
by zOldBulldog
Sun Jun 23, 2019 11:36 pm
Forum: Gameplay Help
Topic: Understanding module calculations
Replies: 1
Views: 1149

Understanding module calculations

I found a lot of information and even tools that calculate for you, but the information is a bit ambiguous and I could not find a single a clear example *in writing* of how to do the calculations. For example, I tried to calculate the following. Tier 3 PROD module = +10% items produced for a given p...
by zOldBulldog
Sun Jun 23, 2019 5:12 am
Forum: Questions, reviews and ratings
Topic: Setup and forget air filtering
Replies: 0
Views: 987

Setup and forget air filtering

I like the concept of building an ecological base and achieving piece with the aliens by not irritating them with pollution, but doing it in a way that "feels realistic". It took me a long time to find the right combination of settings and mods to allow it (Railworld, Next Gen Evolution mo...
by zOldBulldog
Sun Jun 23, 2019 4:54 am
Forum: Logistic Train Network
Topic: Is it possible to request from multiple providers in a single schedule?
Replies: 18
Views: 6868

One pickup, many deliveries. Is it possible?

My railworld is fairly widely distributed. I have an item (air filters from Schorty's mod) that is consumed in small quantities at many locations. Sending a train with few items from depot to provider to requester to depot in this scenario is so inefficient (puts huge numbers of trains on the networ...
by zOldBulldog
Tue Jun 18, 2019 11:06 pm
Forum: Gameplay Help
Topic: Train stations
Replies: 2
Views: 1356

Re: Train stations

Use circuit logic to disable the stop when the chests don't have enough for a load.

It will take some studying and googling but the knowledge you will gain is worth the effort.
by zOldBulldog
Tue Jun 18, 2019 12:04 pm
Forum: Railway Setups
Topic: Rail Bridges experiments
Replies: 7
Views: 5156

Re: Rail Bridges experiments

Bridges... awesome concept that needs to be in the core game.

And now that there is a mod for it there is finally a chance that it might happen.

One more mod to add to my wish list.
by zOldBulldog
Sun Jun 16, 2019 1:08 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belt content side swapping
Replies: 13
Views: 10430

Re: Belt content side swapping

Setting output priority works fine until the belt backs up, then the other lane gets filled too, If you want to make sure the second lane stays empty, set a filter on the splitter, or use the classic method.:) Yeah instead of output priority I always use a "fish filter" for things like th...
by zOldBulldog
Sat Jun 15, 2019 10:56 pm
Forum: General discussion
Topic: Understanding pipe capacity - important for large scale refineries
Replies: 12
Views: 26622

Re: Understanding pipe capacity - important for large scale refineries

Define "fully moduled". Probably like this: Standard speed refinery = 1 2 row 5 beacons -> speed + 500%, speed -> 6 3 prod modules -> speed - 45% , speed -> 5.55 20 * 10 * 5.55 -> 1110 oil/sec Exactly! And it explains why we never see a design with more than 10 refineries... as it matches...
by zOldBulldog
Sat Jun 15, 2019 10:52 pm
Forum: Questions, reviews and ratings
Topic: Remote Constant Combinators: A simple but possibly powerful idea
Replies: 4
Views: 1827

Re: Remote Constant Combinators: A simple but possibly powerful idea

Pi-C wrote:
Sat Jun 15, 2019 10:49 pm
Something like this?
Exactly, I think.

Thanks!
by zOldBulldog
Sat Jun 15, 2019 6:05 pm
Forum: General discussion
Topic: Understanding pipe capacity - important for large scale refineries
Replies: 12
Views: 26622

Re: Understanding pipe capacity - important for large scale refineries

Dumb question related to the above: - Most of the beaconed oil processing builds use 10 refineries. - The length of the oil supply pipe for that is aprox 60 pipes. At that length the table indicates it can carry about 1000 units/sec. - Unmoduled the 10 refineries consume 200 units/sec of oil (and un...
by zOldBulldog
Sat Jun 15, 2019 4:23 pm
Forum: Questions, reviews and ratings
Topic: Remote Constant Combinators: A simple but possibly powerful idea
Replies: 4
Views: 1827

Remote Constant Combinators: A simple but possibly powerful idea

Simple idea: A constant combinator that can be turned on/off at any distance through the map . There are many possible uses, but the simplest example is for PAX stations: - Setup all pax stations with the same name. - Control PAX station enabled/disabled state with a constant combinator. - Normally ...
by zOldBulldog
Sat Jun 15, 2019 4:08 pm
Forum: Gameplay Help
Topic: Too many stations for my personal transport
Replies: 7
Views: 2629

Re: Too many stations for my personal transport

This is one thing that has bugged me for a long time, not just for personal trains but also for other purposes. My instincts tell me to use the same station name and to use a constant combinator to enable/disable it. ...Unfortunately, you can't enable/disable a constant combinator through the map vi...
by zOldBulldog
Thu Jun 13, 2019 1:23 pm
Forum: Gameplay Help
Topic: UPS friendly, nuclear reactor design?
Replies: 33
Views: 12146

Re: UPS friendly, nuclear reactor design?

Or better yet, full solar with an Advanced Solar mod so that you don't need to cover half the map with panels (most save space - not resources - so the difference ends up being just one more production line and placing one high end panel/accumulator instead of 1000).
by zOldBulldog
Thu Jun 13, 2019 1:19 pm
Forum: Gameplay Help
Topic: "Expected resources" not what you expect it to - ? (self-answered)
Replies: 4
Views: 2745

Re: "Expected resources" not what you expect it to - ? (self-answered)

Very cool and thank you for posting.

I always assumed that mining productivity just mined faster, it never crossed my mind that it actually gave me more ore.

Definitely useful to know.
by zOldBulldog
Sat Jun 08, 2019 10:54 am
Forum: Development Proposals
Topic: Peace with Aliens
Replies: 205
Views: 218021

Re: Peace with Aliens

The closest I ever came to peace with aliens while keeping some degree of realism was: - Air Filters mod by Schorty. To control my pollution cloud. Consumes a lot of coal but it works. - Next Gen Evolution mod, combined with setting the Tme and Pollution evolution factors in New Game settings to zer...

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