Search found 183 matches
- Sat Jun 11, 2016 9:43 am
- Forum: Gameplay Help
- Topic: Why not put a rail signal every two tiles?
- Replies: 18
- Views: 10972
Re: Why not put a rail signal every two tiles?
How? If I have chain signals at intersections and the only block signals are the ones being dragged by the trains, then two trains can't meet on a single track because one of them will already be in the block for that track when the other tries to reserve it. Chain signals really can do (with block...
- Fri Jun 10, 2016 2:43 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Automated Blue Science Pack Factory
- Replies: 43
- Views: 95507
Re: Automated Blue Science Pack Factory
Doing so is faster with Lab Efficiency and more Sci Packs. Definitely NO. :) It will take same amount of time or probably even less to get ANY tech with 30 Labs and Lab efficiency 0 then with 5 Labs with Lab efficiency 5. AFAIK Lab efficiency 5 gives ~250% speed boost, it means you'll learn a tech ...
- Fri Jun 10, 2016 11:50 am
- Forum: Gameplay Help
- Topic: Why not put a rail signal every two tiles?
- Replies: 18
- Views: 10972
Re: Why not put a rail signal every two tiles?
Nope.sparr wrote:It would work if the trains all dragged two signals, one pointed each way, right?
They can run from opposite directions and stop on a track forever. When you can put few signals so that they will pass by where you intend them to.
- Fri Jun 10, 2016 9:10 am
- Forum: Railway Setups
- Topic: Blueprint: Stackable Train Station To 4 Red Belts - Updated
- Replies: 11
- Views: 10891
Re: Blueprint String: Stackable Train Station To 4 Red Belts
Why refuelling from a splitter? You can take directly from the underground belt.
- Fri Jun 10, 2016 8:23 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Automated Blue Science Pack Factory
- Replies: 43
- Views: 95507
Re: Automated Blue Science Pack Factory
I am proposing that you are maybe 1/4 supplied for 20 Labs. You might as well have just built 5 -10 labs and saved the space. ...OR I can build 30 labs, which are cheaper than learning all those Lab Efficiency :) In the end all that counts is the quantity of science packs and production speed of th...
- Fri Jun 10, 2016 8:17 am
- Forum: Show your Creations
- Topic: Just simple building modules
- Replies: 9
- Views: 4229
Re: Just simple building modules
The other thing is for most things it makes sense to use smart inserters and set a limit using a logistics condition... Smart inserters are also one of those things which are really cheap by the time logistic network is available, there's no reason not to use them liberally. That's a good point, re...
- Thu Jun 09, 2016 12:24 pm
- Forum: General discussion
- Topic: Lazy Bastard Achievement - No hand crafting challenge
- Replies: 62
- Views: 104562
Re: Lazy Bastard Achievement - No hand crafting challenge
Wouldn't it be better if the achievement was not so much constrained one? If we let to craft 200 times instead of 101 or 111? But it will simplify and speed up the beginning of the game a lot. P.S. You might want to disable or constrain "hand-mining" as well :) But is it really important f...
- Thu Jun 09, 2016 12:12 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Automated Blue Science Pack Factory
- Replies: 43
- Views: 95507
Re: Automated Blue Science Pack Factory
...if you like not having enough production once you research lab efficiency I suppose you just duplicate the whole project in this case. Using less than 20 labs. You'd have to count the precise number of labs by yourself then. Good point is that production of Science-3 (as well as Science-1,2) wil...
- Thu Jun 09, 2016 7:25 am
- Forum: Gameplay Help
- Topic: Some help with logic/combinators understanding?
- Replies: 3
- Views: 1484
Re: Some help with logic/combinators understanding?
Thank you very much. It kind of straightens my logic understanding.
Hadn't a single combinator yet. Going to try some now... maybe.
Hadn't a single combinator yet. Going to try some now... maybe.
- Thu Jun 09, 2016 6:49 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Automated Blue Science Pack Factory
- Replies: 43
- Views: 95507
Re: Automated Blue Science Pack Factory
It's odd to see more Red science than green science assemblers. In all the YouTube videos I've watched, they typically have five Red because it takes five seconds to make a red science and 6 green because it takes 6 seconds per green. Why do you have it with more red than green science? You can rea...
- Thu Jun 09, 2016 6:45 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Automated Blue Science Pack Factory
- Replies: 43
- Views: 95507
Re: Automated Blue Science Pack Factory
@LazyLoneLion It looks like your ratios will be off as you research lab efficiency. First, it's not "my ratios" - it's not my project :) Read the reddit description, it's really worth reading (and it's fun)! What it says about Lab efficiency is mostly that labs are cheap. As assemblers ar...
- Thu Jun 09, 2016 6:37 am
- Forum: Show your Creations
- Topic: Just simple building modules
- Replies: 9
- Views: 4229
Re: Just simple building modules
I just use a requester and provider chest per assembler - no sharing. Chests are just not expensive enough to bother economizing on and it works well with beacons. Chests aren't expensive. Items (like modules) could be expensive. Every chest makes you have extra items in a buffer, and not in the pr...
- Thu Jun 09, 2016 6:30 am
- Forum: Gameplay Help
- Topic: Some help with logic/combinators understanding?
- Replies: 3
- Views: 1484
Some help with logic/combinators understanding?
Still newb in Factorio. Couldn't grab logic principles. Can somebody clear some fog in here? I suppose my questions are very simple (if not to say "stupid" :) ). Like: 1) what signal will be in the logic net if I put there two constant combinators with different outputs for the same kind o...
- Wed Jun 08, 2016 10:07 am
- Forum: Ideas and Suggestions
- Topic: Random Planet Settings
- Replies: 5
- Views: 2482
Re: Random Planet Settings
interesting ideas
I wonder, will water be colder in winter too?
I wonder, will water be colder in winter too?
- Wed Jun 08, 2016 9:55 am
- Forum: Show your Creations
- Topic: 4 Science pack lab factory
- Replies: 5
- Views: 3764
Re: 4 Science pack lab factory
Take a look at this thread:
viewtopic.php?f=8&t=10254&start=10#p164825
viewtopic.php?f=8&t=10254&start=10#p164825
- Wed Jun 08, 2016 9:51 am
- Forum: Show your Creations
- Topic: Just simple building modules
- Replies: 9
- Views: 4229
Re: Just simple building modules
Looks nice :) Pretty common with anything built after logistics chests I assume. ;) But I wanted to maximize the number of the assemblers per request chest. Used four per chest instead of two. And I have made balanced construction line for modules. Every module mk2 needs two assemblers of mk1 and so...
- Wed Jun 08, 2016 9:33 am
- Forum: Implemented Suggestions
- Topic: Display next or current station in train schedule
- Replies: 2
- Views: 1063
Display next or current station in train schedule
It would be good to have an indicator of the train schedule state. Like what station is next on the schedule.
What do you think?
What do you think?
- Tue Jun 07, 2016 11:39 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 519149
Re: Simple Questions and Short Answers
My qeustion is when do you guys recommend to start using robots? I use them when replacing steam energy to solar. It's more comfortable to build complex design from blueprints. Sometimes I use them for complex railway stations (if there are enough resources on the starting area to learn logistic bo...
- Sat Jun 04, 2016 11:45 am
- Forum: Resolved Problems and Bugs
- Topic: Minor interface issue: load window is unreadable
- Replies: 2
- Views: 1149
Minor interface issue: load window is unreadable
After Factorio is started I usually load my previous game. If the Factorio window is not maximized (and it's not) it's what I see every time: Factorio-load-bug.JPG If the window is bigger (or maximized) everything is Ok: Factorio-load-maximized.JPG I suppose you should either redesign that window or...
- Sat Jun 04, 2016 11:26 am
- Forum: News
- Topic: Friday Facts #141 - Mod Portal
- Replies: 190
- Views: 81544
Re: Friday Facts #141 - Mod Portal
Isn't it already possible to register on Factorio site without buying the game? So that pirates will have access to mod-portal? Not ingame, probably, but anyway...