Search found 32 matches

by hale42
Thu Jul 04, 2019 11:55 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.50] Ghost Trains not coupled when placed by bots
Replies: 5
Views: 4603

Re: [kovarex] [0.17.50] Ghost Trains not coupled when placed by bots

i have also had an issue where a train was waiting at a signal when a new train was being built and it connected to the active train, i think it was because the active train was close enough to the newly placed train that it auto connected. fixed by adding a space between the last wagon and the sign...
by hale42
Thu Jul 04, 2019 6:10 pm
Forum: Gameplay Help
Topic: Making a Mess of Red and Green Science
Replies: 6
Views: 2120

Re: Making a Mess of Red and Green Science

the red inserters allow you to place 2 belts on either side of an assembler for a total of 8 different items (2 sides of the belt x 4 belts) or you could place 2 belts on one side and have the output place onto a belt. an inserter can take from assemblers(output slot only)/chests/or even items on th...
by hale42
Tue Jul 02, 2019 8:42 am
Forum: Gameplay Help
Topic: What's the most simple way to learn to play Factorio?
Replies: 19
Views: 9486

Re: What's the most simple way to learn to play Factorio?

when I started playing factorio I would pick something and "learn it" before that I fiddled around just to get a feel for the game. manual insert->basic automation->balanced automation->mass automation. knowing me I wouldn't want to turn off biters at all..ever because, that would invalida...
by hale42
Fri Jun 14, 2019 12:55 pm
Forum: Ideas and Suggestions
Topic: Suggestion: Allow enabling/disabling artillery turrets with circuit network
Replies: 5
Views: 2801

Re: Suggestion: Allow enabling/disabling artillery turrets with circuit network

Is there a way to manually fire only in vanilla? the only thing i want them for is to kill one worm that is killing my stuff. right now i have 400+ turrets lining my wall ready for a signal to load ammo, so if i want one thing dead i have to set off a volley of shells
by hale42
Fri Jun 14, 2019 12:48 pm
Forum: Ideas and Suggestions
Topic: Full Fuell Wait Condition for Trains
Replies: 18
Views: 4710

Re: Full Fuell Wait Condition for Trains

If im not misstaken you should be able to set the wait condition to cargo=3 nuclear fuel or whatever you are using (if it has a wagon carrying fuel you would have to add that to the cargo number)
by hale42
Sun Jun 09, 2019 3:06 pm
Forum: Gameplay Help
Topic: how many logistic/construction robots needed?
Replies: 20
Views: 17473

Re: how many logistic/construction robots needed?

I just made a blueprint that added bots when the available bots dropped to low and removed them when they got to high. it works crazy well. when I concrete my entire base it will jump up to 20k bots then plummet down to 100 or so when the work is complete. edit 10*stack size*#wagons(per time) should...
by hale42
Sun Jun 09, 2019 2:34 pm
Forum: Gameplay Help
Topic: [0.17.47] Inserter stuck inserting solar panel in satellite assembler
Replies: 2
Views: 837

Re: [0.17.47] Inserter stuck inserting solar panel in satellite assembler

its because a damaged item cannot stack just like in your inventory Edit: if you have all 3 requester chests and all 3 inserters adding the same items it may become over stocked with one type of item and they wont be able to add more getting whats left stuck in their hand. since you have 3 that may ...
by hale42
Sun Jun 09, 2019 2:30 pm
Forum: Gameplay Help
Topic: Automatically Refueling a Locomotive
Replies: 4
Views: 1681

Re: Automatically Refueling a Locomotive

for me it depends on what station they are going to/coming from and what they are doing. nuke fuel is pretty hard to get around because of the 1 unit/stack its more efficient (space wise) to cart around a stack of rocket fuel and a stack of uranium and produce it where you need it. for my wall train...
by hale42
Fri May 24, 2019 10:21 pm
Forum: Gameplay Help
Topic: Combinator counter with upper bound
Replies: 3
Views: 1020

Re: Combinator counter with upper bound

why it resets is when dc hits 100 then doesnt send t to ac, then ac says 0+1=1 and sends t=1 and it resets also every signal is present on every circuit so t is there its just 0 and hidden if you increase dc's condition to less than 101 it will hit 100 instead of stopping at 99 and resetting (it wil...
by hale42
Tue Apr 30, 2019 11:02 pm
Forum: General discussion
Topic: Chest type for assembler output. What do you use and why?
Replies: 24
Views: 8207

Re: Chest type for assembler output. What do you use and why?

something that drove me nuts recently was bots didn't prioritize filtered storage chests over non filtered chests for the item in question. I use a condition on the inserter to not overfill, a requester chest hooked up to my non-filtered storage area to request a specific item from them if it is pre...
by hale42
Mon Apr 30, 2018 9:51 pm
Forum: Balancing
Topic: Speed modules are sometimes more efficient than Efficiencies
Replies: 31
Views: 67164

Re: Speed modules are sometimes more efficient than Efficiencies

Doesn't it depend on the building that you are covering with the beacon?
assembler 3's are pretty cheap power wise but I think you can get a decent benefit if you cover electric smelters.
awhile ago i was thinking about making the eff. mods effect the beacon they are in (not other beacons however)
by hale42
Sun Apr 22, 2018 4:08 pm
Forum: General discussion
Topic: Logistic Storage strategy
Replies: 52
Views: 18948

Re: Logistic Storage strategy

I play 15.40 so i have not worked with the buffer chests. in my base I have a train wagon dedicated to trash removal (has a slot saved for everything I would use to build my wall or miners), on each train station i have that wagon slot with 6 storage chests on each side ready to accept any trash fro...

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