Alright, so I wasn't missing anything obvious. I was a little concerned for a moment
Also, anyone grabbing those blueprints n ow, be careful - it's spaced for pre-0.13 trains, and won't line up with current train spacing without shrinking the gap between the first two cars and the last two.
Search found 318 matches
- Mon Sep 05, 2016 10:41 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Quick-setup resizable mining outpost
- Replies: 11
- Views: 15504
- Mon Sep 05, 2016 6:51 pm
- Forum: Gameplay Help
- Topic: Getting past mid-game
- Replies: 17
- Views: 16129
Re: Getting past mid-game
God no. Usually my ultimate goal for the first base is to turn it into a research center/shopping mall that can be left alone to advance research and let me come back to replenish stock on building materials for the final base. Experiences differ, but I really think the "Main bus" style of...
- Mon Sep 05, 2016 6:39 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Quick-setup resizable mining outpost
- Replies: 11
- Views: 15504
Re: Quick-setup resizable mining outpost
Question: What exactly is that glob of splitters and UG's just before the train station proper? I see four belts going in, and four going out, and I'm familiar enough with a variety of ways you can make a 4-to-4 balance, but I honestly can't figure out wth the stuff in the middle is trying to do?
- Tue Aug 30, 2016 12:54 am
- Forum: General discussion
- Topic: Is blue belt worth the cost in resources?
- Replies: 19
- Views: 14597
Re: Is blue belt worth the cost in resources?
As long as you know some basic belt-fu, multiple cheaper belts is usually the most cost effective choice. The most obvious situation for blue belts is stuff involving beacons, where a single space can determine whether the beacon hits all the furnaces/assemblers, and you simply don't have the real e...
- Sun Aug 28, 2016 3:11 am
- Forum: Not a bug
- Topic: [13.19] Trains take an extra lap through the roundabout
- Replies: 4
- Views: 1869
Re: [13.19] Trains take an extra lap through the roundabout
90% certain that this isn't a bug - the problem is that some of the curves aren't actually continuous. See the picture below: http://i.imgur.com/WqrkFiP.jpg Two similar curved rails, taken from such a circle (this would be the lower-right right angle turning). While they seem to connect at first gla...
- Wed Aug 24, 2016 7:34 pm
- Forum: Gameplay Help
- Topic: Unloading station - room for improvement
- Replies: 11
- Views: 6283
Re: Unloading station - room for improvement
Maybe I missed a a point of the challenge, but is there any reason you can't just use filter inserters right at the train wagons? Change the current stack inserters to filter stack inserters, set them to iron. This basically guarantees your main belt will only ever have iron on it. Then set up some ...
- Sun Aug 21, 2016 4:20 pm
- Forum: Gameplay Help
- Topic: Why is the water level low?
- Replies: 17
- Views: 9250
Re: Why is the water level low?
Yeah, that small pump is throttling water flow. Small pumps don't add 30 units/sec, they increase flow to 30 units/s, and not one bit higher. If you want more then that from them, you'll need to place multiple small pumps in parallel with each other, so that their outputs add together. That said, on...
- Sun Aug 21, 2016 5:14 am
- Forum: General discussion
- Topic: 90 degree 4-belt merge
- Replies: 17
- Views: 24153
Re: 90 degree 4-belt merge
Potential bottlenecking s inevitable - the OP is specifically requesting a setup with fewer outputs then inputs. Without knowing how full each incoming belt is, there's no way to optimize further. If we know for certain that one direction is heavier then the other, then your solution (and the OP's) ...
- Sat Aug 20, 2016 4:45 am
- Forum: General discussion
- Topic: 90 degree 4-belt merge
- Replies: 17
- Views: 24153
Re: 90 degree 4-belt merge
I guess it depends on your definition of "merge". Based on your design, I'm guessing you're not worried about keeping the paths distinct from each other. I used a 8:4 balancer design and turned half the inputs sideways to make this. Fits in a 7x6 plot of space neatly, or, if you don't mind...
- Tue Aug 16, 2016 3:26 am
- Forum: Gameplay Help
- Topic: Can anyone explain this?
- Replies: 9
- Views: 3564
Re: Can anyone explain this?
Yes, perhaps burners would have worked on the output side as well as they would pull coal from the furnace. But I hadn't thought of that, I guess. I've simply replaced them with electric inserters in my save but I am surprised to hear that burner inserters are unable to bootstrap themselves once th...
- Tue Aug 16, 2016 12:17 am
- Forum: Gameplay Help
- Topic: Can anyone explain this?
- Replies: 9
- Views: 3564
Re: Can anyone explain this?
I've always thought Factorio was a great litmus test for who has OCD and who doesn't... Did the belt go dry of coal at one point? I haven't tested it, but I don't think burner inserters have a safety on them. So when they're moving two different items (coal and something else), and the coal dries up...
- Tue Aug 16, 2016 12:02 am
- Forum: General discussion
- Topic: What to do when the starting area runs dry?
- Replies: 14
- Views: 7094
Re: What to do when the starting area runs dry?
While you can always run a massive conveyor belt, those are sluggish and inferior over long distances. Whereas trains really doesn't have many downsides once you get them up and running. And since version 0.13 was introduced, their setup is much easier as well. The most important is to not leave it ...
- Mon Aug 15, 2016 7:46 pm
- Forum: Gameplay Help
- Topic: Biter Expansion Mechanics
- Replies: 3
- Views: 8343
Re: Biter Expansion Mechanics
Really? I can accept some statistical variance, but you'd think there would be at least ONE attempt at moving in a base-wards direction. Seriously, those green circles around my base in the picture have literally not budged in nearly 24 hours. Maybe I should buy a lottery ticket... Hmm... does each ...
- Mon Aug 15, 2016 7:00 pm
- Forum: Gameplay Help
- Topic: Biter Expansion Mechanics
- Replies: 3
- Views: 8343
Biter Expansion Mechanics
I'm currently in the process of a megabase build, and I figured that I'd do the laser-wall thing on a couple sides to give me some safe area to work on. But strangely enough, the walls are getting no action. Further viewing, with the help of the Big Brother mod, reveals that I'm getting virtually no...
- Mon Aug 15, 2016 6:30 pm
- Forum: Gameplay Help
- Topic: How do I get Golem achievement?
- Replies: 17
- Views: 35730
Re: How do I get Golem achievement?
Yeah, I'm pretty sure that shield damage counts towards this title. In my case, I (accidentally) took a loaded speeding train to the face and came out missing at least two of my MK2 shield banks, but no health damage, and the achievement came up for me.
- Mon Aug 15, 2016 6:18 pm
- Forum: Gameplay Help
- Topic: Oil Issues
- Replies: 12
- Views: 5593
Re: Oil Issues
The liquid storage tanks are basically considered to be a single piece of high-capacity pipe. Since liquids equalize proportionately throughout a block of pipes, this means that if the pipes are 20% full, so is the storage tank. So in your picture, the pipe is 1.6/10 full, or 16%. Thus, I would expe...
- Mon Aug 15, 2016 6:02 pm
- Forum: General discussion
- Topic: Flamethrower behavior changed.
- Replies: 7
- Views: 3402
Re: Flamethrower behavior changed.
It would be a balance question more than anything. Making hit-and-run tactics just slightly harder and fuel-consuming, since you have to get closer to set nests on fire. Right now, you can basically run in, do a ballet twirl with the nozzle open, and run out again, secure in the knowledge that every...
- Mon Aug 08, 2016 3:29 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 509584
Re: Simple Questions and Short Answers
Two questions: 1) Since 0.13, in regards to a train stopped at a train station, is there a way for the circuit network to access 1) its cargo contents, and 2) its fuel contents? and 2) With the logistics network, is there any way to force some robots to land at a particular hub, or conversely, force...