Search found 365 matches

by JimBarracus
Wed Jul 11, 2018 9:58 am
Forum: General discussion
Topic: Reasons for LHD (left hand drive) rail
Replies: 3
Views: 5952

Re: Reasons for LHD (left hand drive) rail

1. Signals on the inside, big plus 2. no space wasted outside the tracks. The reason I started usid LHD were my walled train tracks. I leave a gap of two tracks between them and I can fit lasers and roboports between the rails easily. By now I switched to more massive walled rails (5 lanes, two in e...
by JimBarracus
Mon Jun 04, 2018 11:29 am
Forum: Gameplay Help
Topic: Sulfur vs Sulfuric Acid on Main Bus
Replies: 11
Views: 12200

Re: Sulfur vs Sulfuric Acid on Main Bus

pro: can also be used for dynamite con: -except for dynamite it is only used for sulfuric acid -one petroleum pipe has much more throughput than a belt of sulfur -sulfuric acid is only needed for three things: batteries, blue ciruits and uranium mining. Best thing is to have one central production a...
by JimBarracus
Fri Jun 01, 2018 10:49 am
Forum: Gameplay Help
Topic: How are same-named train station chosen?
Replies: 4
Views: 1769

Re: How are same-named train station chosen?

The train will only go to the nearest station. You can use logic wires and deactivate stations, that have a certain amout of fuel stored. Once the nearest station has enough fuel it is deactivated and the train will look for the next station. You should also add some logik that delays the activation...
by JimBarracus
Wed May 30, 2018 11:50 am
Forum: General discussion
Topic: Reading Power capacity and demand
Replies: 57
Views: 26742

Re: Reading Power capacity and demand

how to display accumulator charging / discharging: http://passiondriving.de/wp-content/uploads/2014/03/vw-e-golf-3.jpg Would show the charge/discharge rate related to the total power consumption in %. For charging: x% are used for recharging of the total power consumption Example: factory needs 50MW...
by JimBarracus
Fri May 25, 2018 8:15 am
Forum: Gameplay Help
Topic: Combat in DeathWorld - Flame Turrets
Replies: 6
Views: 2249

Re: Combat in DeathWorld - Flame Turrets

Crude oil is the better option for the beginning since you have more of it. Production has to step back for the sake of defense. I place flamethrower turrets between one almost full length of underground pipes. 8 tiles of gap between the underground pipes (9 are max). For the beginning I leave out e...
by JimBarracus
Tue May 22, 2018 8:16 am
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 60845

Re: Friday Facts #243 - New GUI tileset

I like the new casting couch.
You should setup a camera tripod in front of it.
for the lolz and to scare new people.
by JimBarracus
Mon Apr 30, 2018 10:42 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 518858

Re: Simple Questions and Short Answers

thanks.. to few on a 370k patch :/ will try pipeline or train :) how to get the optimum ratio for trains: reserve 32 slots for uranium ore 4 slots for acid barrels 4 slots for empty barrels If you want the precice amount of acid limit the input to 32 barrels (don't forget to reduce the stack size t...
by JimBarracus
Fri Apr 27, 2018 7:22 am
Forum: Ideas and Suggestions
Topic: Improving driving: Ground tile that slows you down
Replies: 1
Views: 521

Improving driving: Ground tile that slows you down

TL;DR Ground tiles that slow you down. As the title says. What ? I would like to see some ground tiles that give you a penalty on movement speed. It could be used in areas close to buildings to automatically slow you down so that you can control your vehicle better. It would make it much more conve...
by JimBarracus
Wed Apr 25, 2018 7:31 am
Forum: Balancing
Topic: Fluid balancing
Replies: 6
Views: 6016

Re: Fluid balancing

Here some numbers One wagon plastic bars contains 40k peotroleum plus 2k coal. One tanker sulfuric acid contains 37.5k units Petroleum and 500 iron. One wagon rocket fuel contains 40k light oil (or 80k heavy oil or petroleum) I think these are the main oil products that you need to ship. For most th...
by JimBarracus
Wed Apr 25, 2018 4:58 am
Forum: Gameplay Help
Topic: why is my train stopped at a green chain signal?
Replies: 5
Views: 2364

Re: why is my train stopped at a green chain signal?

Doesn't a green light mean go? This is the simplest thing in traffic. If the light is green, that means the vehicle looking at the green light can go. If the light is red, the vehicle should stop, but in factorio the train looking at a green light stops. What is the point of having red and green li...
by JimBarracus
Fri Apr 20, 2018 7:12 am
Forum: Railway Setups
Topic: Multiple Stops On 1 Rail
Replies: 9
Views: 6526

Re: Multiple Stops On 1 Rail

How come you end up with so short trains?
Do you smelt on site?
by JimBarracus
Fri Apr 20, 2018 6:46 am
Forum: Gameplay Help
Topic: Trains and stops of same name
Replies: 6
Views: 11052

Re: Trains and stops of same name

It works good for an unloading station with multiple stops next to each other since they are really close together. It gets more difficult to setup mining outposts where the stations share one name. The clostest outpost will be occupied all the time and the remote ones are rarely visited. It require...
by JimBarracus
Wed Apr 18, 2018 5:47 am
Forum: Gameplay Help
Topic: Requesting help with rail junction
Replies: 13
Views: 4577

Re: Requesting help with rail junction

krios wrote: But in Factorio i can't figure out how it works. i never used Pre-signals in OpenTTD so chain-signals are new terain for me and the regular signals don't seem to function as OpenTTD's pathing signals
Is it still a mystery to you?
Functionality and layout are almost the same.
by JimBarracus
Mon Apr 16, 2018 10:56 am
Forum: Ideas and Suggestions
Topic: Piles and hopper wagons
Replies: 9
Views: 3751

Re: Piles and hopper wagons

+1 for hopper cars actually "pileable" items like ores and coal are not handleable with inserters. I mean it's literally small crumbles or even dust. In real life inserters are not used for such things. Inserters are actually super rare. We use the concept of gravity and belts. Technically...
by JimBarracus
Mon Apr 16, 2018 10:47 am
Forum: Ideas and Suggestions
Topic: Train navigation checkpoint
Replies: 12
Views: 4523

Re: Train navigation checkpoint

+1
I already wondered that there are no checkpoints especially since the railroad concept is adapted from transport tycoon or openTTD.
by JimBarracus
Mon Apr 16, 2018 5:15 am
Forum: Gameplay Help
Topic: Train always takes the wrong path
Replies: 10
Views: 3461

Re: Train always takes the wrong path

You could add a ton of wired signals before the "abholen" stations to add the pathing penalty to this station when occupied.
When your grid gets larger you need to add even more signals.

Best way is to switch to unique station names
by JimBarracus
Fri Apr 13, 2018 10:15 am
Forum: General discussion
Topic: Help - Should I be using flamethrower?
Replies: 33
Views: 12845

Re: Help - Should I be using flamethrower?

I use flamethrower turrets as early as possible. Since biters lack fire resistance they are pretty strong. Gun turrets already struggle with blue biters. Two gun turrets and one flamethrower are good for a long time, long enough to research lasers on deathworld. But yes, they are not failsafe withou...
by JimBarracus
Wed Apr 11, 2018 10:24 am
Forum: General discussion
Topic: what's your style of playing the game?
Replies: 23
Views: 11808

Re: what's your style of playing the game?

I usually stick to the normal ratio of science (5 red assemblers, 6 green etc) The factorio planner is a good tool to figure out how many assemblers for each item you need to get a balanced and saturated supply. I think everyone started with the spaghetti mess and switched to the main bus later on. ...
by JimBarracus
Tue Apr 10, 2018 10:08 am
Forum: Ideas and Suggestions
Topic: Red Belt Madness
Replies: 4
Views: 1576

Re: Red Belt Madness

In endgame I only use blue belts, just because I need the inventory space.
When I would carry all tiers of belts, inserters and assembly machines I couldn't carry all the building material for every purpose.
by JimBarracus
Tue Apr 10, 2018 10:01 am
Forum: Gameplay Help
Topic: Power poles self-destruct on their own in .15?
Replies: 23
Views: 7086

Re: Power poles self-destruct on their own in .15?

Deadly-Bagel wrote:Again, this discussion is now irrelevant as power poles now shouldn't be destroyed.
any quote?

I think they didn't touch biter pathfinding for a very long time.

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