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I forget the minimum number recommended for unloaders but I think its easily 4 digits. You get your best value for the materials the more distinct cargoes come into the station. Robots, bad at moving one single thing, fantastic at sorting while moving.
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# ? Oct 22, 2016 20:22 |
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# ? Apr 25, 2024 03:25 |
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If you're using separate trains/stations for each resource, I see no reason not to have trains sitting at the unload depot if there's no room to unload their stuff - if the unload chests are full then you're not using that resource enough to go back and get more. On the pickup end, I've wired the supplying chests to the station and set the condition at "leave if full inventory OR ore < 100 in circuit". So it'll leave if it fills up or if it's emptied the chests waiting to be picked up.
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# ? Oct 22, 2016 20:50 |
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As a reminder you can copy and paste train schedules the same way you can copy/paste what assemblers produce. So you can fairly easily have several types of trains with the same instructions (go to ore 1, go to ore 2, go to ore 3, only leave ore 3 if there is room to unload at next station, go to unload station, etc)
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# ? Oct 22, 2016 21:04 |
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Tenebrais posted:If you're using separate trains/stations for each resource, I see no reason not to have trains sitting at the unload depot if there's no room to unload their stuff - if the unload chests are full then you're not using that resource enough to go back and get more. I can't fit more than three trains at each station. It's enough for now, but probably not later on. A depot would fix the issue, but I'll need to read M_Gargantua's post a few more times to know how to set it up. Good tip to condition to leave if the chest is empty. Another question: I have a few trains going through three deposits (keeping with my "can't risk running out of ore" policy) before unloading at the station, but they usually are full by the second (the first is nearly depleted), is there a way to tell them to forget the rest of the route and go straight to the depot once they're full?
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# ? Oct 22, 2016 21:08 |
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I usually use "wait until 5 secs inactivity OR until xx time passed" on my loading stations just so train traffic keeps moving
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# ? Oct 22, 2016 21:56 |
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Zetsubou-san posted:I usually use "wait until 5 secs inactivity OR until xx time passed" on my loading stations just so train traffic keeps moving
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# ? Oct 23, 2016 00:04 |
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Really dumb question about train stops: does the "wait until" parameter for a stop in a train route determine when the train advances to the stop, or when the train leaves that stop?
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# ? Oct 23, 2016 03:40 |
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RyokoTK posted:Really dumb question about train stops: does the "wait until" parameter for a stop in a train route determine when the train advances to the stop, or when the train leaves that stop? All of the conditions at train stops are instructions for the train to depart. Once a train pulls in, it is under control of the stop. *Logic fuckery could throw this out the window, but I'm no factorio systems engineer. E: Now I'm wondering about having a yard with a bunch of trains in storage, and circuit lines between the yard and outposts where trains are dispatched based on need. I run power with my rail lines anyway, so it wouldn't be too much trouble to add in a circuit network. Royal W fucked around with this message at 04:38 on Oct 23, 2016 |
# ? Oct 23, 2016 04:04 |
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No, the stop doesn't do anything. The most it can do is pass a circuit value to the train. The conditions on a train order determine when the train leaves. Think of it as "until." Go to stop "until" the condition is satisfied.
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# ? Oct 23, 2016 05:50 |
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So I got my Train call system to work. Is there any way without mods to give if/then commands to a train? eg:If Iron reports full, go to iron/If copper reports full, go to copper. Do trains have to go to stops in the order in the list without skipping?
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# ? Oct 23, 2016 05:59 |
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Royal W posted:So I got my Train call system to work. Is there any way without mods to give if/then commands to a train? eg:If Iron reports full, go to iron/If copper reports full, go to copper. Do trains have to go to stops in the order in the list without skipping? I only read about that though.
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# ? Oct 23, 2016 07:08 |
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ShadowHawk posted:I think they can skip the stop if you deactivate the stop, which you can trigger on the circuit network. The only option I get when wiring up a train stop is "send to train"
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# ? Oct 23, 2016 07:12 |
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Exewu posted:I ran that uncluttermod bud it didn't help much. Now I've just disabled autosaving and go take a break if I need to save/load, it takes close to 6 minutes now. I take it back. I ran the game again with the unclutter mod and it took ages to load. After rebooting factorio however it is back to 5 second saves/loads!
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# ? Oct 23, 2016 11:27 |
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6minutes to save ? wtf how much have you explored?
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# ? Oct 23, 2016 11:29 |
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FISHMANPET posted:No, the stop doesn't do anything. The most it can do is pass a circuit value to the train. Cool, thanks. Every time previously I've just used the default stop parameters but I'm trying to be a little more advanced with my factory overall this go around.
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# ? Oct 23, 2016 13:59 |
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Reactors update 1.4.4 - now when you send a shutdown command to a reactor, it keeps shutting down until power drops to zero, even if you remove the shutdown signal. While doing this it will emit a "shutting down" status signal.
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# ? Oct 23, 2016 16:04 |
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There's no way yet to disable or customize the train alert/warning messages, is there? I am really tired of the 2- and 10-minute-between-stations warnings especially when there aren't any actual problems (in my opinion!) with having six trains waiting to unload.
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# ? Oct 23, 2016 18:29 |
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That's a mod that does that, those aren't in the base game. Do you have The Fat Controller installed? I know that mod has something like that, and it's customizeable I believe.
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# ? Oct 23, 2016 19:14 |
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Fat Controller lets me disable the alerts, thank you! The remote view and pause/play functions are also quite handy.
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# ? Oct 23, 2016 19:43 |
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Wandering Orange posted:Fat Controller lets me disable the alerts, thank you! The remote view and pause/play functions are also quite handy. One of the recent updates added that in the base game. There's a train icon above the map where you can see all your trains and change their orders. You can also click on each stop to see all the trains that have that stop in their route. (that might be the 14 beta though)
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# ? Oct 23, 2016 21:56 |
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TFC remove view is better than the built in one though, it lets you mouseover entities rather than just looking with your eyes.
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# ? Oct 23, 2016 22:24 |
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0.14.15, are we close to stable yet hmm?FactorioBot posted:Changes
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# ? Oct 24, 2016 20:48 |
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Does that mean biters won't attack poles, rails, or belts again?
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# ? Oct 24, 2016 20:53 |
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Nullkigan posted:Does that mean biters won't attack poles, rails, or belts again? Report thread talks about rails so probably, yeah.
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# ? Oct 24, 2016 21:06 |
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GenericOverusedName posted:Report thread talks about rails so probably, yeah. Best bug fix ever. It's immensely annoying when you're using RSO.
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# ? Oct 25, 2016 17:40 |
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0.14.16 quickly follows to fix IP bugs apparently.HanziQ posted:Bugfixes
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# ? Oct 25, 2016 17:43 |
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Double posting but worth it. This just showed up in the Reactors mod thread My rough count says that's something like 3GW? Should be enough for him, perhaps.
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# ? Oct 25, 2016 18:09 |
Ratzap posted:My rough count says that's something like 3GW? Should be enough for him, perhaps. I like it! But, only 3GW you say? Challenge accepted!
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# ? Oct 25, 2016 18:18 |
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If one reactor can only power two engines, how is he powering thirty engines with ten reactors?
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# ? Oct 25, 2016 23:58 |
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seravid posted:If one reactor can only power two engines, how is he powering thirty engines with ten reactors? 2 steam turbines and 2 standard steam engines will work. He's using 2 and 1? Do pay attention Bond
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# ? Oct 26, 2016 00:56 |
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Better calibrate your monitor, Q, 'cause those engines are all the same shade of blue. Three turbines per reactor, that's 36MW.
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# ? Oct 26, 2016 01:13 |
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seravid posted:Better calibrate your monitor, Q, 'cause those engines are all the same shade of blue. Three turbines per reactor, that's 36MW. drat my old eyes. I saved the picture and zoomed in with an image tool. It looks like he's got them in staggered rows of plant + 1 tower feeding 3 turbines as you say but the 3rd one cannot be running full power. I imagine he's using a 3rd turbine to save the space of using 2 normal engines. Still 10 double blocks of 150MW making around 3GW though.
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# ? Oct 26, 2016 02:25 |
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Maybe it has something to do with those extra pumps? He's using 50% more than usual (90 pumps for 10 reactors).
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# ? Oct 26, 2016 02:33 |
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seravid posted:Maybe it has something to do with those extra pumps? He's using 50% more than usual (90 pumps for 10 reactors).
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# ? Oct 26, 2016 03:23 |
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Anyone find a good hosting service for headless servers? Linode is choking once I get late game with a few thousand robots. The headless server only seems to run on 1 core (expected), but linode I think only uses 2.5ghz cpus.
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# ? Oct 26, 2016 09:54 |
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kordansk posted:Anyone find a good hosting service for headless servers? Linode is choking once I get late game with a few thousand robots. The headless server only seems to run on 1 core (expected), but linode I think only uses 2.5ghz cpus. Running a jjclark/factorio container on a Joyent "High CPU 2" instance reports code:
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# ? Oct 26, 2016 13:21 |
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The Pingperfect server I'm using says this in the logcode:
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# ? Oct 26, 2016 15:50 |
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Does anyone have a good Factorio calculator that's current and allows productivity and/or speed modules? I'm trying to figure out how many Heavy > Light and Light > Petroleum plants I need if I have 50 refineries, and if all of them (refineries and the chemical plants) have 2 Productivity 3 modules in them. I can do the math by hand, but I'd just rather not.
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# ? Oct 26, 2016 20:29 |
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FISHMANPET posted:Does anyone have a good Factorio calculator that's current and allows productivity and/or speed modules? Have you tried this: https://mods.factorio.com/mods/Helfima/helmod The english is almost understandable now and I think it does what you want (if I remember it correctly, don't have it in a current save).
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# ? Oct 26, 2016 21:40 |
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# ? Apr 25, 2024 03:25 |
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FISHMANPET posted:Does anyone have a good Factorio calculator that's current and allows productivity and/or speed modules? Or maybe I completely hosed it up and it is the craziest thing to spreadsheet. Either or.
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# ? Oct 26, 2016 22:11 |