edit:
Yeehaa, I think I've got it. I read your earlier comments again really carefully, then came up with this:
... an additional pump after joining two feed lines. And this seems to work as intended!
Thanks for the tips!
Regards
Search found 18 matches
- Sun Apr 11, 2021 1:28 pm
- Forum: Gameplay Help
- Topic: Fluid System - multiples
- Replies: 13
- Views: 4561
- Sun Apr 11, 2021 1:18 pm
- Forum: Gameplay Help
- Topic: Fluid System - multiples
- Replies: 13
- Views: 4561
Re: Fluid System - multiples
I just can't figure this out. I need four pipelines supplying 1237/s each. An offshore pump supplies 1200/s, so I need five pumps for the four lines. This is what I tried: factorio_pipe_5to4.jpg 1, 2, 3, 4, 5 are pipes from the offshore pumps. A, B, C, D lead off to consumers. The five offshore pump...
- Sat Mar 06, 2021 4:43 pm
- Forum: Gameplay Help
- Topic: Fluid System - multiples
- Replies: 13
- Views: 4561
Re: Fluid System - multiples
Example: Look at the two pumps at the top. They are supposed to fill the tank array beneath them. (Please ignore the rest.) The tank contents (top row) are from left to right: 21k - 20k - 20k - 21k - 20k The pipeline (coming down from above) leading to the left pump is "95 of 100" full (lo...
- Sat Mar 06, 2021 3:11 pm
- Forum: Gameplay Help
- Topic: Fluid System - multiples
- Replies: 13
- Views: 4561
Re: Fluid System - multiples
So how do you build a "tank farm" to store large amounts of liquids? If I connect e.g. 9 tanks together, they never "even out" between them, regardless how long I wait: The tank furthest from the feed line may be empty, even though the "first" tank in line may be half f...
- Sat Mar 06, 2021 12:52 pm
- Forum: Gameplay Help
- Topic: Fluid System - multiples
- Replies: 13
- Views: 4561
Fluid System - multiples
Hi, even after 250+ hours in the game I still don't understand the fluid system. This works as I would expect: tank -> pump -> pipes -> pump -> tank But what about this: tank -> pump -> pipes -> pump -> two-tanks Here, the two tanks never fill completly. The line will just stop pumping as soon as th...
- Sat Jan 30, 2021 5:25 pm
- Forum: Technical Help
- Topic: Close inventory by tab
- Replies: 4
- Views: 1136
Re: Close inventory by tab
Found it! It's called "confirm", standard key is "E".
... much better, thanks!
Regards
... much better, thanks!
Regards
- Sat Jan 30, 2021 5:23 pm
- Forum: Technical Help
- Topic: Close inventory by tab
- Replies: 4
- Views: 1136
Re: Close inventory by tab
Are you sure?
I can find "open character screen" in this dialog, but not "close character screen".
Regards
I can find "open character screen" in this dialog, but not "close character screen".
Regards
- Sat Jan 30, 2021 4:26 pm
- Forum: Technical Help
- Topic: Close inventory by tab
- Replies: 4
- Views: 1136
Close inventory by tab
Hello,
in v1.0.0 the player's inventory was opened with the TAB key and it closed when TAB was pressed again.
In v1.1.19 this doesn't work any more: The menu opens with TAB, but it only closes with ESC, not with TAB.
Can this be reset so that it works as before?
REgards
in v1.0.0 the player's inventory was opened with the TAB key and it closed when TAB was pressed again.
In v1.1.19 this doesn't work any more: The menu opens with TAB, but it only closes with ESC, not with TAB.
Can this be reset so that it works as before?
REgards
- Thu Dec 31, 2020 1:37 am
- Forum: Gameplay Help
- Topic: deconstruction planner in inventory
- Replies: 4
- Views: 2470
Re: deconstruction planner in inventory
Thanks!
Regards
Regards
- Wed Dec 30, 2020 4:55 pm
- Forum: Gameplay Help
- Topic: deconstruction planner in inventory
- Replies: 4
- Views: 2470
deconstruction planner in inventory
Hi,
somhow a "deconstruction planner" icon appeared in my player inventory. I can even push it to a storage box, but I can't remove it completly.
What exactly is this icon, how did it get created and how can I get rid of it?
Regards
somhow a "deconstruction planner" icon appeared in my player inventory. I can even push it to a storage box, but I can't remove it completly.
What exactly is this icon, how did it get created and how can I get rid of it?
Regards
- Tue Dec 29, 2020 9:05 pm
- Forum: Gameplay Help
- Topic: logistic: push to storage
- Replies: 9
- Views: 2958
Re: logistic: push to storage
I see; thanks for the pointers. I should have known that with Factorio there is no such thing as "just take the next one", but that there is a full-fledged algorithm behind it. Of course there is! :-) Though in practice, I find it difficult to handle. For example, you can't just put one it...
- Tue Dec 29, 2020 2:21 am
- Forum: Gameplay Help
- Topic: logistic: push to storage
- Replies: 9
- Views: 2958
Re: logistic: push to storage
How so? For filtered storage chests I can only filter what item _can_ be stored in it. This doesn't prevent the item from being stored in another storage chest that has no filter. Buffer chests would activly draw their item from any other storage chest on the map. This would mean the material could ...
- Tue Dec 29, 2020 12:27 am
- Forum: Gameplay Help
- Topic: logistic: push to storage
- Replies: 9
- Views: 2958
logistic: push to storage
Hi, is there a way to control where logistic robots put material in storage? I have a train station where material is unloaded into active provider chests. Right next to them are a number of storage chests and close by a number of requester chests. My intention is to have the active provider chests ...
- Sun Dec 06, 2020 9:42 pm
- Forum: General discussion
- Topic: satellites and consumers
- Replies: 6
- Views: 2377
Re: satellites and consumers
Actually, you're not wrong: Producing those endless technologies would in effect be the "consumer" I was talking about.
I hadn't seen it this way before.
Regards
I hadn't seen it this way before.
Regards
- Sun Dec 06, 2020 12:19 pm
- Forum: General discussion
- Topic: satellites and consumers
- Replies: 6
- Views: 2377
satellites and consumers
Hi, I couldn't help but noticing that the satellite doesn't really have a purpose. The launches produce "space science packs", but you can't do anything with them either. If satellites would do anything useful, a new "game goal" could be to keep producing them. For example, they ...
- Sat Feb 22, 2020 6:01 pm
- Forum: Mods
- Topic: Simon's Lights / no night darkness
- Replies: 3
- Views: 1052
Re: Simon's Lights / no night darkness
It never occured to me that it would be this easy. You were right, a little editing was all it took (besides the version number a variable name had changed in v17, but this as well was an easy fix.) I have it working now (I decided to keep the night/day change and not do a permanent day after all - ...
- Sat Feb 22, 2020 2:01 pm
- Forum: Technical Help
- Topic: screen resolution
- Replies: 1
- Views: 783
screen resolution
Hi, what resolution does Factorio run in in the first place? Specifically, I have a UHD monitor (2160p) that I have scaled up in Windows by 150%. I have now found that I can't set some games to a higher resolution than 1440p, which is unexpected - I assumed that games would use their own scaling, wh...
- Sat Feb 22, 2020 1:31 pm
- Forum: Mods
- Topic: Simon's Lights / no night darkness
- Replies: 3
- Views: 1052
Simon's Lights / no night darkness
Hi, I came back to Factorio after a while and found the old mods to no longer be working. For some I found updated versions, but not for "Simon's Lights" that lights up the night. Is there an alternative? Ideally, I don't even want to see that it's night at all. It should look "as day...