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What I do is get acid barreling from my oil factory, and use bots to haul those acid barrels to my nuclear refinery area. All my trains are loco + 2 cargo wagons, so my nuclear train is one cargo and one fluid wagon. I unbarrel the acid and put it into the fluid wagon, but use circuit conditions to stop when it hits 5000 acid. Then my condition to leave the station is 0 uranium ore and acid is greater than or equal to 5000. Then at my uranium mine I pump everything into the miners, and set a condition of "cargo wagon is full of uranium" or "fluid wagon is empty." It cycles a couple of times because I play RSO and the uranium fields can hold 10k or 15k acid, but eventually it spends most of its time just waiting. When I drain a uranium patch I've got plenty of capacity to pump the leftover acid back into the wagon so I can set it to the next uranium mine (I've never needed more than one uranium mine at once).
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# ? Dec 8, 2018 23:15 |
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# ? May 26, 2024 23:43 |
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I just have a dedicated acid train that's sent to mines once in a while
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# ? Dec 9, 2018 00:53 |
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Hemingway To Go! posted:It's easy to get that IDEA but then knowing when to use them is the hard part (the puzzle) Put chain signals leading in to places where you don't want trains to get stuck. Put normal signals at the exits to these spots. So all the entrances to an interchange or what ever are chain signals. All the exits to the interchange are normal signals. Then maybe just watch the signals at the interchange as trains drive through to get an intuition. I hope I got that right.
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# ? Dec 9, 2018 01:26 |
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Hadn't occurred to me to just load some barrels on the ore train. Frankly, I forgot barrels even exist. I like that idea, thanks!
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# ? Dec 9, 2018 01:29 |
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Now that I think about it barreling acid makes alot of sense from an efficiency standpoint. You can figure out how much acid you need per wagonload's worth of ore, minus the space in the wagon for the full barrels out & again for the empty barrels back, lock the wagon's inventory to prevent overstocking one item, and you have a copyable wagon blueprint you can scale up. Only problem is it doesn't account for increased mining productivity from techs, and that nobody ever needs enough uranium to make it worthwhile to put this much effort into optimising it.
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# ? Dec 9, 2018 05:57 |
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FISHMANPET posted:All my trains are loco I’m on my phone and I couldn’t post a screenshot for some reason, but this is exactly where awful.app wrapped your post Content: I’m on my final push to finally launch a rocket. I’m just finally getting into carting ore in via rail. I should also probably start nuclear power as well. Once I launch a rocket, I’ll start filling in the fish-shaped lake where I stupidly built my base nearby... and play with artillery
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# ? Dec 9, 2018 06:01 |
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Nevets posted:Now that I think about it barreling acid makes alot of sense from an efficiency standpoint. You can figure out how much acid you need per wagonload's worth of ore, minus the space in the wagon for the full barrels out & again for the empty barrels back, lock the wagon's inventory to prevent overstocking one item, and you have a copyable wagon blueprint you can scale up. Only problem is it doesn't account for increased mining productivity from techs, and that nobody ever needs enough uranium to make it worthwhile to put this much effort into optimising it. Misread the wiki, ignore me. But a separate tanker still makes more sense to me Unreal_One fucked around with this message at 07:46 on Dec 9, 2018 |
# ? Dec 9, 2018 06:14 |
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A tanker is also (I think) a slightly more novel problem to solve so it's more fun for me. Any itch I have for setting up train conditions to move a product and its byproduct back and forth is scratched by my train that moves nuclear fuel rods to my reactor base.
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# ? Dec 9, 2018 06:43 |
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No it's one stack of barrels per 10 stacks of Uranium ore discounting productivity. It's a barrel per stack, and the stack is 10 barrels. Also barelled fluid can be moved by robots. Also they are an item so you don't need to dedicate a part of your loading or unloading station to a single purpose.
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# ? Dec 9, 2018 06:46 |
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A stack of barrels is 500 fluid, which mines 1:1 with U ore. A stack of U is 50, so for each two stacks of barrels (reserving a slot for 'fulls' and for 'emptys') you get ten stacks of ore. A cargo wagon has 40 slots, so that's 4 fulls, 4 empties, and 32 ores, so acid eventually backs up in the mines until it fills, at which point the system jams (barrels cannot be emptied). Or 3 fulls, 3 empties, 30 ore and 4 wasted slots per wagon. OR, use a fluid wagon and pump out however much acid you need (usually just what the mines + connecting pipes hold, no need for tanks) and fill however much is empty, getting 40 stacks of ore. (2000 ore) OR, centrifuge on site, with a 10:1 compression and a new stack size of 100, with one* extra reserved slot for U235, for a capacity of 39,000* ore equivalent (fluid cars hold 25k acid, cargo cars (full, not double-reserved) carry 20k). Vic posted:No it's one stack of barrels per 10 stacks of Uranium ore discounting productivity. It's a barrel per stack, and the stack is 10 barrels. So instead of "a pump" on car 2, you need "reserved slots so product doesn't block barrels on every shared car, assemblers set to barrel and unbarrel, and error checking so that uneven barrel/unbarrel processes don't jam the entire system" I can forgive bringing barrels to the trainyard via bot, but fluid cars are a magnitude more effective if they have to go train-distances. Evilreaver fucked around with this message at 07:08 on Dec 9, 2018 |
# ? Dec 9, 2018 06:54 |
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Chev posted:I just have a dedicated acid train that's sent to mines once in a while Factorio: I just have a dedicated acid train.
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# ? Dec 9, 2018 08:40 |
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I built a big ol' chemical disposal/storage site before I learned that I actually had a use for oil products.
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# ? Dec 9, 2018 08:43 |
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The slots aren't "wasted", they're extra room that gets gradually filled with ore as you get mining productivity. Compared with the tanker car, where you're wasting 40 slots because you can never put ore in it. Also if you reserve all the ore slots in the train car you don't need to waste slots on reserving both barrel types separately - just put them at the end, and they'll be filled with empty barrels before the ore inserters have finished filling the ore slots.
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# ? Dec 9, 2018 08:50 |
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I'll just post my setup for reference: Loading station / Unloading station I have a single disconnected roboport at the mining site with 5/5 bots that do any repairs and haul barrels here. (the single blue belt in the last picture is there for fitness purposes )
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# ? Dec 9, 2018 12:09 |
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I'm just getting to oil again myself. I want to kind of bootstrap myself up to advanced processing ASAP still, right?
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# ? Dec 9, 2018 21:46 |
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so i just learned you can zoom in on the map and see anything in radar range and place blueprints i never understood the point of construction bots after about 200 on your character, until now, playin since 0.13
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# ? Dec 10, 2018 04:40 |
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Well, to be fair, the radar zoom thing was only added pretty recently, I wanna say the last big release?
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# ? Dec 10, 2018 04:46 |
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Ciaphas posted:I'm just getting to oil again myself. I want to kind of bootstrap myself up to advanced processing ASAP still, right? Yeah that much hasn't changed - put a tank or two each down for light/heavy oil (or make some solid fuel and/or flamethrower ammo and stockpile it) and advanced oil processing should be your first blue science research.
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# ? Dec 10, 2018 11:16 |
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Unreal_One posted:Well, to be fair, the radar zoom thing was only added pretty recently, I wanna say the last big release? It was added in 0.15.
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# ? Dec 10, 2018 15:40 |
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Good to know I didn't actually miss it, then. I've exhausted my up-to-blue science research options and need to automate Military as my next goal--easy enough. Sort of built myself into a corner because of a loving lake, though, and my own poor planning, so I'm debating how to fix it. Basically my bus ran up against the lake and on the other side I started building Solar City before I realized I was blocking myself for when I landfilled. I could fix it a bunch of ways, but since two hours have disappeared () and I need a break, I put it to you lot - Switch direction of bus from left to right, initially using splitters, and build that direction - Landfill through lake, deke necessary parts of Solar City - Turn bus north instead - Abandon old base, start anew now that I have the power of roboports; just come back for supplies until the whole place rusts from sheer entropy (e: ngl, having a rusting abandoned base in the middle of my map is somehow appealing) Thoughts? Ciaphas fucked around with this message at 18:46 on Dec 10, 2018 |
# ? Dec 10, 2018 18:43 |
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You have the power of roboports and blueprints. Grab the sections of Solar City that would interfere in a blueprint. Place them down out of the way. Mark the sections that are in the way for deconstruction. Landfill and go straight through the now clear gap.
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# ? Dec 10, 2018 19:37 |
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Oh yeah, didn't occur to me to just rebuild Solar City out of the way (to the north of the fluid pipes, maybe? above where those other solar plots are) and deke the old one using blueprints. I kinda forget how powerful that is. First I need to actually set up Landfill production though, never got around to that Ciaphas fucked around with this message at 19:48 on Dec 10, 2018 |
# ? Dec 10, 2018 19:46 |
Spend the belts and landfill to put a 90 degree bend in the bus. Now you have he second half running North and plenty of room. It’s not ~aesthetic~ but you lose nothing value wise.
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# ? Dec 10, 2018 23:41 |
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Ciaphas posted:Good to know I didn't actually miss it, then. Go right. Most compact and easiest to implement. If you build a new base now you'll discover you need to build a new one again later probably.
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# ? Dec 10, 2018 23:50 |
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Start anew, install the honk mod and switch to trains. Rebuilding solar city elsewhere may give you more options and should be pretty straightforward with bots.
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# ? Dec 10, 2018 23:53 |
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So who's in charge of the thread title? Halloween was over a month ago.
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# ? Dec 11, 2018 01:43 |
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Festorio: the toy factory will expand to meet the needs of the expanding toy factory
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# ? Dec 11, 2018 02:10 |
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I just had this great idea for a christmas mod where you make presents to launch Santa's sleigh at the end. But then I imagined biters as bad children and their pulsating spawners and
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# ? Dec 11, 2018 08:57 |
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Vic posted:I just had this great idea for a christmas mod where you make presents to launch Santa's sleigh at the end. But then I imagined biters as bad children and their pulsating spawners and Nono, biters just become humbugs.
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# ? Dec 11, 2018 09:37 |
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If a mining drill runs out of uranium underneath, does the acid it stored up flow back out of it again? Or does it not store any to begin with, like an assembly machine?
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# ? Dec 11, 2018 11:25 |
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Chobayt posted:Nono, biters just become humbugs. The pollution is xmas cheer then. Brilliant
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# ? Dec 11, 2018 12:55 |
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ShadowHawk posted:If a mining drill runs out of uranium underneath, does the acid it stored up flow back out of it again? Or does it not store any to begin with, like an assembly machine?
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# ? Dec 11, 2018 13:24 |
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crime weed posted:the leftover acid is treated like any other input, and is kept inside the machine. the acid is then lost forever when you remove it. rip Acid will continue to flow through the machine. You can even pump (most) of it out. And if there's room in adjacent miners/pipes, the acid will flow out into them when you remove it.
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# ? Dec 11, 2018 15:26 |
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Solumin posted:Festorio: the toy factory will expand to meet the needs of the expanding toy factory The new title is great. Chobayt posted:Nono, biters just become humbugs. Vic posted:The pollution is xmas cheer then. Brilliant A+.
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# ? Dec 11, 2018 15:50 |
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Roflex posted:Acid will continue to flow through the machine. You can even pump (most) of it out. And if there's room in adjacent miners/pipes, the acid will flow out into them when you remove it. Yeah, the miner simply acts like another section of pipe; I think the total amount stored in the miner is equivalent to a pipe section, so it's pretty tiny. If you leave all your miners going and simply reverse your pumps, you should get all of it out. Or you lose like, ~300 acid units which is inconsequential. Personally I always used a cargo and tanker car, with a pump direct to a tank which fed the system and a simple circuit condition to turn the pump off if over 5k in the tank or something low. You don't need a lot of acid even for huge patches of Uranium.
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# ? Dec 11, 2018 17:26 |
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Roflex posted:Acid will continue to flow through the machine. You can even pump (most) of it out. And if there's room in adjacent miners/pipes, the acid will flow out into them when you remove it. Yeah it continues to act as a pipe for acid to flow through, and will balance out the fluid same as everywhere else. And as with all fluids, if you remove a fluid containing object and there's room in the adjacent pipes, the fluid will flow there. So if you use a pump to pump most of the acid out of a miner system you can remove a miner (and put pipes in its place if it's in the middle) or you can start removing from the end of your pipe and everything can end up in your tanker.
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# ? Dec 11, 2018 17:27 |
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Woah wait what, I thought removing a pipe full of fluid also deleted the fluid! Does that also work with storage containers?
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# ? Dec 11, 2018 17:34 |
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Actually I think it just converts all of it to pollution.
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# ? Dec 11, 2018 17:44 |
If there is space in the network the fluid will teleport there. If there isn't a connection to available space then it just poofs out of existence.
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# ? Dec 11, 2018 17:53 |
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# ? May 26, 2024 23:43 |
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It should leave a shiny stain on the ground if it's oil and it should char the ground if it's acid
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# ? Dec 11, 2018 17:59 |