Search found 17 matches

by Ezarkal
Sun Jun 08, 2025 12:01 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Scrap recycling complex with controlled outputs
Replies: 0
Views: 11

Scrap recycling complex with controlled outputs

Hi Factorian engineers! It's been a while.

We all love Fulgora, right? Except it can be a bit of a mess to balance the output from scrap recycling. You end up sending too much gears to your storage, or overfilling your beautiful sushi belt.
Part of the challenge is dealing with this, and my ...
by Ezarkal
Mon Mar 31, 2025 4:08 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Smallest ship with an early-game technologies
Replies: 7
Views: 1359

Re: Smallest ship with an early-game technologies


And in addition, I was able to decrease size to 75.6 tons now


So, I've been thinking:
If you move your crusher and a couple combinators to the side of the hub, you could bring your whole engine/chem plants complex upward by three tiles. This may bring the lower part of the ship in the range of ...
by Ezarkal
Thu Mar 27, 2025 4:36 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Smallest ship with an early-game technologies
Replies: 7
Views: 1359

Re: Smallest ship with an early-game technologies

Looking good!
The only issue I see here is I really doubt a single furnace will be enough for sustained usage. You'll have to wait to re-build an ammo buffer between each runs.
Other than that, and since the objective is small size, it's pretty neat.
by Ezarkal
Mon Nov 14, 2022 10:25 pm
Forum: Gameplay Help
Topic: Train stations with multiple wares
Replies: 4
Views: 1990

Re: Train stations with multiple wares


Not sure about the whole setup but I maybe have an easy solution for your immediate problem:
Set your station to read train content and send that signal into your ">8000" detection logic (on a different wire colour)
That way what is inside your train is still considered to be inside the warehouse ...
by Ezarkal
Mon Nov 14, 2022 3:35 am
Forum: Gameplay Help
Topic: Train stations with multiple wares
Replies: 4
Views: 1990

Train stations with multiple wares

Hello folks! I'm having an issue setting up a specific train station, and I'd need the help of one of the combinator guru out there to tell me if there's an easy fix.
Problem is, my understanding of the combinator is pretty basic. I can get along with the circuit network cookbook ... well most of it ...
by Ezarkal
Mon Jul 12, 2021 5:39 pm
Forum: Videos
Topic: 1-1 Trains Only 1,1k Spm Base Teaser
Replies: 3
Views: 4388

Re: 1-1 Trains Only 1,1k Spm Base Teaser

I love your train bases! Small, simple and efficient.

My previous run (with Bob&Angel mods) was mostly based on 1-2 trains to supply anything. Except that the mall had bots, because B&A complicates everything to the point where you need drones at some point.

I'm currently trying to make a 1-1 base ...
by Ezarkal
Sun Aug 30, 2020 3:17 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3794
Views: 1847307

Re: Development and Discussion


Announcement

To reduce the amount of angels mods, we decided a while ago to combine the smaller mods. For now this affects 6 Addons that are combined into 2 Addons. We kept the settings in order for you to enable/disable certain parts of the mod, so you don't gain/lose features. You will NOT ...
by Ezarkal
Sun Feb 16, 2020 1:47 pm
Forum: Gameplay Help
Topic: Multiple train on a single stop?
Replies: 10
Views: 10148

Re: Multiple train on a single stop?

Thanks for the answer.

It's not a bad idea. The main issue though is if I add more stations. I currently have 4 stations, so I could set them up with the dividers 0, 1, 2, 3. But if I add a 5th one, I'll have to change the combinators setup to include the 5th station and so on. It can be done, but ...
by Ezarkal
Sat Feb 15, 2020 1:54 pm
Forum: Gameplay Help
Topic: Multiple train on a single stop?
Replies: 10
Views: 10148

Re: Multiple train on a single stop?

Hello again,

I'm back with another question

So my current system is working. As discussed previously, the way I implemented it is to "unlock" the desired supply train at the source station when the ware it carries is needed somewhere. While it's working pretty well, I do have one last logistical ...
by Ezarkal
Wed Jan 29, 2020 6:11 pm
Forum: Gameplay Help
Topic: Using mass amounts of water with Large Nuclear Build
Replies: 10
Views: 5001

Re: Using mass amounts of water with Large Nuclear Build

My approach would be to put multiple water trains on your track, with stackers to avoid blocking your rail network (if any). If you put 3-4 pumps per wagons for loading/unloading, they will roll pretty fast. You can also make parallel unloading stations if that's not enough.

I'm currently running a ...
by Ezarkal
Mon Jan 20, 2020 11:50 pm
Forum: Gameplay Help
Topic: Multiple train on a single stop?
Replies: 10
Views: 10148

Re: Multiple train on a single stop?

Thank you for your answers! I think I have enough clues to design something workable now.

So for my current setup:
-My entire train network is linked via a "data bus".
-My train stops are all named according to the ware supply or receive from the train (conveniently named "load" and "drop")
-I'm ...
by Ezarkal
Mon Jan 20, 2020 11:26 pm
Forum: Gameplay Help
Topic: Question on Depot
Replies: 12
Views: 6147

Re: Question on Depot



A quick fix would be to disable any train stop where a train is present with circuit networking.
There's no combinator needed. Just hook your train stop to a single power pole with a green or red wire, then set your train stop with the following circuit settings:

-Enable/disable
-Read stopped ...
by Ezarkal
Sat Jan 18, 2020 5:08 pm
Forum: Gameplay Help
Topic: Question on Depot
Replies: 12
Views: 6147

Re: Question on Depot

A quick fix would be to disable any train stop where a train is present with circuit networking.
There's no combinator needed. Just hook your train stop to a single power pole with a green or red wire, then set your train stop with the following circuit settings:

-Enable/disable
-Read stopped train ...
by Ezarkal
Sat Jan 18, 2020 3:26 pm
Forum: Gameplay Help
Topic: Multiple train on a single stop?
Replies: 10
Views: 10148

Multiple train on a single stop?

Hi!

I'm currently trying to build a train-based megabase with Bob and Angel and I'm, of course, getting to the point where my train stations are ridiculously big and convoluted.

I was wondering if there was a way to unload multiple types of wares at a single train stop with the following ...
by Ezarkal
Wed Oct 09, 2019 11:21 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 250543

Re: [0.17.x] Bob's Mods: General Discussion

Hello!

Currently having an issue with boblogistics.

"Failed to load mods: Error while running setup for entity prototype "pump" (pump): next:upgrade target (bob-pump-2) must have the same bounding box."

Haven't played in a while, so I don't know with which update this started up. It seems to be ...
by Ezarkal
Wed Sep 25, 2019 7:24 pm
Forum: Gameplay Help
Topic: Need help - train stacker station
Replies: 2
Views: 2297

Re: Need help - train stacker station

Thanks for the answer, I'll give it a shot.

I realized that with Bob/Angel mods, while I need a bunch of different types of train, I don't need that many of each one of them, safe for a few exceptions, so for now my base is running quite well without the stacker station. I suspect this will change ...
by Ezarkal
Mon Sep 02, 2019 2:46 am
Forum: Gameplay Help
Topic: Need help - train stacker station
Replies: 2
Views: 2297

Need help - train stacker station

First of all, hi everyone. While I've been browsing these forums for a little while, it is the first time I actually post something.

I'm currently playing my second bob/angel run, and this time I decided to try myself a bit more on the rail system.
Now, considering the huuuge variety of wares that ...

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