|
Is there a way to make your blueprints mark any conflicting objects for deletion when you pop them down?
|
# ¿ Feb 12, 2019 16:41 |
|
|
# ¿ Apr 19, 2024 10:12 |
|
necrotic posted:Hold "Shift" when placing them. Works also when putting down single item placeholders. Well that's annoying. It would be nice to drop a 4x4 balancer on top of four belts without having to remove them first. Thanks for the tip though, will help with my rail laying.
|
# ¿ Feb 12, 2019 16:55 |
|
ninjewtsu posted:what loader mods do people use?i wanted to try to texago TA miners that were talked about earlier, the mod page for them says "recommended to use with loaders," and now that i've typed in "loader" into the mod search there's like 8 different options https://mods.factorio.com/mod/LoaderRedux are angel's loaders without having to run bobangels.
|
# ¿ Feb 14, 2019 02:47 |
|
Yep, to keep belt contents divisible by 8. New numbers will be 15/30/60. https://www.factorio.com/blog/post/fff-276
|
# ¿ Feb 18, 2019 23:51 |
|
Yeah sorry my bad for the 60 number, I've been realizing epic fuckups in my base designs before I really get to needing a ton of blue belts so I don't have a ton of experience with them.
|
# ¿ Feb 19, 2019 16:25 |
|
i say swears online posted:ugh this is gonna be stupid You can make all the wood ingredients by either green houses or algae farms eventually.
|
# ¿ Feb 21, 2019 16:34 |
|
0.17 is out. Listed under betas on the steam client.
|
# ¿ Feb 26, 2019 18:45 |
|
Oxyclean posted:Which beta branch should I use? 0.17 or the 0.17.x latest? 0.17.x if you want bug fixes as they're released.
|
# ¿ Feb 26, 2019 21:10 |
|
If you got enough coal and boilers that you need to feed it with a red belt, maybe spring for the yellow inserters and if you have an outage you can just disconnect the power to the main base for a second and manually feed like one boiler to wake them all up.
|
# ¿ Mar 1, 2019 15:25 |
|
Tenebrais posted:You know, I never actually found out - how long is the day/night cycle in the game? It should be easy to calculate how much energy storage I need for solar but nowhere lists it. https://forums.factorio.com/viewtopic.php?f=5&t=5594 for some serious sperging about it.
|
# ¿ Mar 1, 2019 16:52 |
|
Oxyclean posted:I suppose solar is more intensive then nuclear in terms of raw, but boy is solar far easier to set up. Automating panels is basic, and accumulators are basic once you have batteries automated. At that point all you need is space. Plus there's basically no upkeep / fuel to worry about. One reactor will put out as much electricity as like 1,000 solar panels though (40 MW), and two reactors next to each other put out as much as 4,000 solar panels (160 MW). I'm pretty sure that when you add all the resources together for both systems they aren't as different as you would think.
|
# ¿ Mar 4, 2019 21:17 |
|
Oxyclean posted:I'm going to hazard a guess you probably have too many pumps currently, too. Or at least personally the only places I've used pumps were getting stuff on and off trains, and on very long lengths of pipe. You shouldn't need them at the exit/entrances of refineries. Unless I've been doing something wrong. Generally you want a pump leaving your storage tanks even if it's a short run to the consumers, otherwise those pipes will only ever be as full as the tank is and it will take longer to fill up the input on the chemical plants or whatever.
|
# ¿ Mar 8, 2019 19:11 |
|
Ciaphas posted:Someone in this thread had either an image or a blueprint I'm trying to find: a quick and dirty intro to oil thing for getting just the 75 (or whatever) blue science for advanced oil processing. Anyone know what I'm talking about? (That's still a thing in 0.17, right?) It would be different now, since you need solid fuel and plastic instead of just plastic for blue science.
|
# ¿ Mar 13, 2019 02:41 |
|
Oil does not need to be that complicated, I think people way overthink it. Petrol should go to making plastic and acid, and divert to making solid fuel if there's more than 90% in storage. Heavy oil should go to lubricant and divert to cracking to light oil if there's more than 50% in storage, or solid fuel if you don't have cracking yet. Light oil should go to solid fuel and divert to cracking to petrol if there's more than 80% in storage, or solid fuel if you don't have cracking yet. If you use this priority system as long as you are using plastic, acid, or solid fuel you will not have backups, and if you're not using any of those three things then a backup is not a problem.
|
# ¿ Apr 24, 2019 14:05 |
|
Collateral Damage posted:With the 1000spm builds, how many labs are needed to actually consume that much? like 62 or so if it's fully beaconed, moduled and you've got full research speed tech.
|
# ¿ May 1, 2019 12:17 |
|
Bombs.
|
# ¿ May 3, 2019 23:20 |
|
The Locator posted:As a diversion from my giant factory (to me anyway) I decided to load up a new game using Bob's Mods to try it out. The early game was interesting and didn't add too terribly much, my belts are slower and I have to use wood for basic circuit boards so I had to find some silica and make some glass for greenhouses. There are water purifiers to get rid of just about any extra liquid and flare stacks to get rid of just about any extra gas. Part of the challenge with Bobs is trying to use all your byproducts because everything is eventually useful somewhere, but plop one of those things down until you figure that part out.
|
# ¿ May 8, 2019 02:39 |
|
The Locator posted:I didn't realize it when I responded to you on the previous page, but it was a Tuplex video that brought this mod to my attention and made me decide to try it on my new game. Are you sure? Do you frequently drive your car into trees?
|
# ¿ May 23, 2019 02:31 |
|
KirbyKhan posted:I do and that poster is confusing Tuplex with Nilaus. Tuplex drives a car into a tree every time he drives a car, my dude.
|
# ¿ May 23, 2019 03:25 |
|
Loren1350 posted:It's my take on adding tiberium. The mod is eventually intended to add not-tiberium ("biterium") and not-vespene ("phosphene") gas. That is entirely too many products.
|
# ¿ Jun 25, 2019 14:28 |
|
LonsomeSon posted:Dehumanize yourself and face to the belt spaghetti! Do you guys like the filter inserter output approach or do you prefer to unload on single belts into filtered splitters?
|
# ¿ Jun 25, 2019 19:22 |
|
M_Gargantua posted:Loaders have filters built in loaders be cheating.
|
# ¿ Jun 25, 2019 20:11 |
|
SubNat posted:That really reminds me that I wish you could just easily slap down multiple stations alongside eachother and have them act as platforms for the same station, ala OpenTTD's multi-track stations. IIRC If you name more than one station the same thing your train will go to whichever one is open when you include that on your schedule.
|
# ¿ Oct 24, 2019 20:43 |
|
super fart shooter posted:If you're running your factory on a hybrid coal steam/solar power setup (I'm playing IR so nuclear is still far away) what's a good way to make the accumulators drain first at night, before the steam engines up their performance? I tried to do this once by circuiting up the inserters to an accumulator and making them only go active when it gets low, but from what I remember, this didn't actually work that well for some reason You need an SR latch circuit. Turn on the off-shore pumps when the accumulator hits 20%, turn them off when the accumulators hit 80% or something. Otherwise it will keep turning them on and off if the accumulators are able to charge off the excess steam power. edit: woah there's like a whole page of this, fb. Dietrich fucked around with this message at 22:01 on Oct 31, 2019 |
# ¿ Oct 31, 2019 21:59 |
|
Chakan posted:It's Factorio Friday Facts. These guys are awesome. How many devs would be mod-friendly enough to include a script to update the colors of custom art in mods when they re-do their own colors?
|
# ¿ Nov 8, 2019 18:05 |
|
Dr. Stab posted:I mean that in response to the idea that it's the same number of heat exchangers and turbines to build a non-adjacency boosted reactor setup. If you're looking at the material cost of your nuclear setup, surely the cost of a reactor should factor in. One time costs average out to zero in the long run. If you're doing a speed run or something, sure.
|
# ¿ Dec 17, 2019 15:25 |
|
Galvanik posted:What is the use of "encoding train positions"? It can tell you which cars are engines and which cars are not. You can use this data to enable fuel inserters for the engines and avoid putting fuel in cargo wagons, and therefore have universal depot stops which will fuel any train in your network. Galvanik posted:And, is it somehow possible to set up a fluid provider and requester at the same station? Like, chlorinated waste water comes in, hydrochloric acid goes out, and only use one station for both. Absolutely. A stop can be both a provider and a requester. You would need to wire your pumps to some combinators to only activate the HCL pumps when the train station output is outputting a request for HCL, and a second circuit to activate the CLWW pumps when the train content output says the train contains CLWW. A few things I've discovered about LTN - 1) Always make sure that your request size + your request level is less than your total storage capacity - you don't want your trains sitting there waiting while cargo is slowly trickled out - and if it takes longer than 120 seconds to unload your train the train will just gently caress-off and leave and you'll end up sending cargo to the wrong station the next time that train takes a job. Also make sure you have enough inserters to completely off-load the train in less than 120 seconds, this can be an issue before you've researched all the stack size upgrades. 2) Always wire up your providers to only insert the amount requested. This helps avoid the situation in 1, and also permits you to request less than a full train load for things like low-demand intermediate products with massive stack sizes (blue/red circuits, I'm looking at you) 3) Your train -> chest inserters should just go full tilt, but your chest -> belt inserters should be wired to only insert if the chest they are working with contains equal to or greater than the average chest contents for the station. (Unless you can do some belt balancing output configuration so that the chests are drained equally). Otherwise you'll end up with one chest with 4k material and a bunch of empty chests and a single stack inserter struggling to keep the factory running all by itself. Dietrich fucked around with this message at 17:13 on Jan 29, 2020 |
# ¿ Jan 29, 2020 16:58 |
|
Mithaldu posted:always clean your trains in the depot Nah, wire your poo poo to only send what's requested and never request more than you can take, it won't be a problem.
|
# ¿ Jan 29, 2020 19:55 |
|
Tesla was right posted:Until you start having brownouts. Then your inserters slow down and fail to empty your trains. I've got to say I've never had that problem, but I'm so worried about brownouts that I have like a 40% power overhead at all times.
|
# ¿ Jan 29, 2020 21:31 |
|
Mithaldu posted:Alright, send me your blueprint of a provider station for sending out assorted outpost materials. Thanks in advance. I have a dedicated construction train I can send to my mall cell and have it filled with outpost building material. I wouldn't want to use LTN for something like that, sounds crazy to me.
|
# ¿ Jan 30, 2020 01:29 |
|
Mithaldu posted:It works 99% fine for me and having the depot clean trash means i can also be fast and sloppy elsewhere. Kind of necessary too for what i'm doing as i need to build *many* outposts, and need to keep the outposts stocked with material destroyed in attacks + ammunition. Do you put your depot for your construction train network next to the supplies so a bot network can cycle things back to the provider?
|
# ¿ Jan 30, 2020 02:36 |
|
GotLag posted:I'm unhappy with the name of my fluid recipe flipping mod, Mirror Mirror on the Oil. That was a dumb placeholder name and it's just not growing on me at all. Oilio. or OiliO
|
# ¿ Feb 8, 2020 13:17 |
|
diremonk posted:Finally launched a rocket in Krastorio, thought I was going to go crazy with all the different building blocks for everything. I can't imagine trying Angels/Bobs anytime soon. I don't think I'll go back to vanilla, like having the warehouses and loaders too much to give them up. Now just got to get my launch speed up to once per minute. There are a few ways to go about it, but what you probably want is separate networks for ore versus intermediate and final goods. Standardize on 4 car trains for the ore network and 2 car trains for the other one. Also set your provider stations to only fulfil the request, not to work until the car is filled.
|
# ¿ Jun 30, 2020 00:15 |
|
https://www.youtube.com/watch?v=s2ELmXwi3EE spiderton in action
|
# ¿ Aug 14, 2020 12:52 |
|
Rescue Toaster posted:Until you've worked with a language that has arbitrary, user-defined, different-per-array indexed arrays, you haven't lived. .net core is pretty fast. Still edged out by native code obviously but we're talking about 5-10% difference these days rather than 200%, although native will probably still have a smaller memory footprint.
|
# ¿ Aug 30, 2020 21:50 |
|
Would it be possible to write a mod that would color a train to match the cargo that is currently in it, provided that it is all the same thing?
|
# ¿ Sep 30, 2020 13:06 |
|
Freaksaus posted:It's already been made actually. I've been using it for quite a while and it works pretty well. Awesome!
|
# ¿ Sep 30, 2020 13:57 |
|
LordAdakos posted:So with these changes, how should we be building stations in a vanilla playthrough? Only build enough room for the max number of trains you set the train stop to schedule. Name all your pickups the same and all your drop-offs the same. Assign enough trains to the route to get the throughput you need, but never more than the number that all the routes can schedule.
|
# ¿ Oct 10, 2020 14:09 |
|
|
# ¿ Apr 19, 2024 10:12 |
|
Xerophyte posted:In case anyone cares why RGB(0, 0, 255) isn't possible to paint or print: the brief explanation is that what you consider "blue" light is actually light comprised a bunch of different wavelengths that happen to tickle the "blue" cone cells in your eye. Your "red", "green" and "blue" cone cells -- assuming they all work for you -- each has their own spectrum of wavelengths that they detect and, crucially, those spectrums overlap. Most of the photons that activate a "red" cone would also activate a "green" cone. The rest of your post is good advice for getting natural looking colors but this is not why at all! The difference is additive (emitting colored light) versus subtractive (using pigment to absorb wavelengths) coloring. You can't print #0000FF because your printer doesn't actually contain blue ink. It contains Cyan. It also doesn't contain Red (Magenta is used) or Green (it has Yellow!). Not to mention that we really don't have any actual pigments which absorb everything but 445nm EM radiation, and the substrate you put it on or the medium you mix it in has its own absorption profile which would impact the visible color. The entire visible color spectrum is always your brain interpreting the signals from 2 or 3 of your cones, if there was no ability for your brain to see #0000FF, that would be the case for both on the screen and in real life. Dietrich fucked around with this message at 21:28 on Nov 12, 2020 |
# ¿ Nov 12, 2020 21:07 |