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GotLag posted:An often-overlooked consideration for balancers is aesthetic. Ooooh, a new A E S T H E T I C. Nice
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# ? Apr 23, 2019 15:07 |
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# ? May 26, 2024 09:55 |
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I was always under the impression that balancer's were largely unnecessary with the changes to allow priority splitting. Balancing your bus after pulling off of it isn't really doing anything for you, especially if you always pull off of one side/lane just using priority splitters allows full throughput and doesn't just redistribute a lesser amount of materials on 4 lanes for no reason Balancers can make sense sometimes to join differing amounts of inputs and outputs or variable rates of item flow, but realistically what are you gaining by using 4 lane balancers besides just buffering 4 lanes with slightly less material than you could just reduce to 3 at full throughput. Loading/Train stations are the only other place I can see them where you would want all the lanes feeding at the same time regardless of the amount of items Scorps fucked around with this message at 17:37 on Apr 23, 2019 |
# ? Apr 23, 2019 17:35 |
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For me it is a baked in habit. Imagine me still adjusting the antenna bunny ears as my 3rd step in troubleshooting despite having cable tv.
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# ? Apr 23, 2019 20:15 |
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Yeah I don't use balancers anywhere except train stations. Priority lanes work better in all other cases.
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# ? Apr 23, 2019 21:29 |
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Went back to loving with 3-8 trains. They have a good bit more acceleration and braking power than a 1-4, and carrying more stuff is always good. Designing stations, I've found that they are best off with one locomotive in front and two in back. That lets the back two locomotives hang out on a curve, saving a little space. My current gigastation for train delivery looks like this. Bays for four 3/8 trains. Each train gets 16 belts pulled off, which is put through one of the unlimited throughput 16 to 16 balancers I mentioned on the previous page. I found the gap design was a better fit than the inline. Total this is 64 belts of fun. I actually need to stretch the length vertically by one more track. The very tip of the back car is hitting a train signal I don't want it to, even though the trains actually fit. Filthy Monkey fucked around with this message at 22:59 on Apr 23, 2019 |
# ? Apr 23, 2019 22:56 |
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^^ The scale of that is amazing to me. I've gotten nowhere even close to that. It's a pretty nice design, but I'm curious what the smelting stacks on top of that have to look like to use up that many belts!
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# ? Apr 24, 2019 03:23 |
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GotLag posted:An often-overlooked consideration for balancers is aesthetic. Aesthetic use of balancers you say? (This has probably already been posted) Factorio.print("Factorio") https://www.youtube.com/watch?v=etlg8tNlY84
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# ? Apr 24, 2019 05:24 |
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I thought I was so clever when I created a system to automatically prevent my oil cracking from backing up https://www.youtube.com/watch?v=7lVAFcDX4eM
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# ? Apr 24, 2019 05:46 |
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Oil does not need to be that complicated, I think people way overthink it. Petrol should go to making plastic and acid, and divert to making solid fuel if there's more than 90% in storage. Heavy oil should go to lubricant and divert to cracking to light oil if there's more than 50% in storage, or solid fuel if you don't have cracking yet. Light oil should go to solid fuel and divert to cracking to petrol if there's more than 80% in storage, or solid fuel if you don't have cracking yet. If you use this priority system as long as you are using plastic, acid, or solid fuel you will not have backups, and if you're not using any of those three things then a backup is not a problem.
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# ? Apr 24, 2019 14:05 |
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Man....was browsing through mods, and...some people just want to watch the world burn: https://mods.factorio.com/mod/PlaceableOffGrid At least that's the only conclusion I can come to based on the existence of this mod.
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# ? Apr 24, 2019 14:37 |
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The Locator posted:^^ The scale of that is amazing to me. I've gotten nowhere even close to that. It's a pretty nice design, but I'm curious what the smelting stacks on top of that have to look like to use up that many belts! Almost definitely a heavily beaconed layout with that many belts. It'll be a wide smeltery but not app that tall.
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# ? Apr 24, 2019 14:48 |
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Half-wit posted:Man....was browsing through mods, and...some people just want to watch the world burn:
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# ? Apr 24, 2019 15:00 |
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https://forums.factorio.com/viewtopic.php?f=3&t=69916 Todays patch release contains this title worthy gem: Fixed that generators would produce infinite pollution in some cases.
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# ? Apr 24, 2019 19:55 |
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This is violence
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# ? Apr 24, 2019 23:13 |
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Half-wit posted:Man....was browsing through mods, and...some people just want to watch the world burn: Thanks for the anxiety
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# ? Apr 24, 2019 23:53 |
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Burn it.
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# ? Apr 25, 2019 00:22 |
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So I have a question for anyone using Vanilla Train Network by Haphollas. I have it all working except for one thing - the trains sit at the loading stations with a full cargo waiting for the circuit condition 'Green' > 0. I cannot for the life of me figure out what is wrong. I started by building the Depot, one Iron out and one Iron in, and it was working fine. As soon as I added a Copper out and Copper in, I ran into problems where the Copper trains would just sit and wait for green. I eventually found a place where I had a wire missing and the instant I fixed it, the trains started moving, but all the green circuit conditions stopped working on the Iron also. I've now got red circuit stations added, but I had to disable the green circuit condition on all the trains or they will all just sit with a full cargo at the supply stations.
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# ? Apr 25, 2019 04:54 |
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necrotic posted:Yeah I don't use balancers anywhere except train stations. Priority lanes work better in all other cases. Balancers are also good for evening out exhaustion of mining sites within a resource patch.
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# ? Apr 25, 2019 05:35 |
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https://www.youtube.com/watch?v=7lVAFcDX4eM Of particular interest to me was how the textures were stored and why that was chosen, though I also wanted to know why a 45-tick clock was chosen.
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# ? Apr 25, 2019 21:31 |
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Chakan posted:https://www.youtube.com/watch?v=7lVAFcDX4eM It’s only a matter of time before someone builds factorio inside factorio. Recursive factorio.
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# ? Apr 25, 2019 22:06 |
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Half-wit posted:Man....was browsing through mods, and...some people just want to watch the world burn: Alternately, some people just want to have fun and ignore 'common sense rules'. I think that mod looks hilarious and I applaud them for their ingenuity.
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# ? Apr 25, 2019 22:16 |
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The question isn't "why?" The question is "why not?" This is a world where somebody wrote a programming language for orangutans.
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# ? Apr 26, 2019 00:00 |
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ToxicSlurpee posted:The question isn't "why?" Haha I was just reading about that earlier this week.
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# ? Apr 26, 2019 06:09 |
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ShadowHawk posted:I reported this issue over a year and a half ago and it got closed as "working as intended" by some jerk moderator:
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# ? Apr 27, 2019 08:20 |
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Does anyone know of (or can make) a mod that lets Bob's electrolysis buildings output a single gas type (like half as much green instead of white+green) or ideally, make better use of the white gas early on? I constantly have too much of it and turning it into solid fuel is a chore due to the coal needed. I wish I could just convert the white gas to red or green instead of just dumping it... especially now that Bob's metals updated and now need red gas to make steel (am i just crazy or do others have this now too??)... so now I have to output tons of red+white and the white is constantly backing everything up.
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# ? Apr 27, 2019 09:34 |
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ShadowHawk posted:Quoting myself from 6 months ago. Does the game still default to overwriting a completely different game's save file? I think when you save a new game it doesn't have a default name, so you have to pick something.
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# ? Apr 27, 2019 17:44 |
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Slayerjerman posted:Does anyone know of (or can make) a mod that lets Bob's electrolysis buildings output a single gas type (like half as much green instead of white+green) or ideally, make better use of the white gas early on? I constantly have too much of it and turning it into solid fuel is a chore due to the coal needed. I wish I could just convert the white gas to red or green instead of just dumping it... especially now that Bob's metals updated and now need red gas to make steel (am i just crazy or do others have this now too??)... so now I have to output tons of red+white and the white is constantly backing everything up. Do you not have flare stacks? They're gas voids, just toss everything you don't want into one of those or a clarifier for liquids.
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# ? Apr 28, 2019 05:25 |
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Alkydere posted:Do you not have flare stacks? They're gas voids, just toss everything you don't want into one of those or a clarifier for liquids. Load those babies up with Pollution Modules and spread the love!
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# ? Apr 28, 2019 15:11 |
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Alkydere posted:Do you not have flare stacks? They're gas voids, just toss everything you don't want into one of those or a clarifier for liquids. He doesn't even need those. Bobs includes something called a 'Gas Vent' exactly for this purpose. Put a pump on an unused tank connection, wire it to the tank and set the condition to something like hydrogen (the white gas) > 23000 then fit the gas vent on the pump. Add power and the tank will stay under your limit (unless it's filling at an insane rate).
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# ? Apr 28, 2019 18:16 |
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Gas Vents are slow as heck, you need like 5+ to match a Flare Stack (which is fine imo since flares are higher tech and more expensive)
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# ? Apr 28, 2019 20:34 |
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Overflow Valve --> Flare Stack solves a lot of problems.
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# ? Apr 28, 2019 22:20 |
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Rejoice (or don't, see if I care), Anonymods is out for 0.17. https://mods.factorio.com/mods/AnonymoScoot/AnonyMods If you've done Bobs/angels to death but want something complex, this will do it. Just remember to add FNEI to chase down what everything is for.
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# ? Apr 29, 2019 01:18 |
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Is this compatible with pyanodon's, angels, and bobs all together?
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# ? Apr 29, 2019 02:17 |
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On that note, if I wanted to start a silly big modded game, what would be the recommended set up?
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# ? Apr 29, 2019 02:19 |
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Half-wit posted:Is this compatible with pyanodon's, angels, and bobs all together? I highly doubt it but give it a few months with the russians and you'll have a patch.
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# ? Apr 29, 2019 02:35 |
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Sorry, I was intending that to be humorous mocking, I spend a little time on the Factorio forums, and that's always one of the initial responses. Let me just look that up for this mod... https://forums.factorio.com/viewtopic.php?f=95&t=38927 Yeah...fourth post.
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# ? Apr 29, 2019 02:43 |
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Ratzap posted:Rejoice (or don't, see if I care), Anonymods is out for 0.17. Do you know if his attempts to modify pipes works? Asking because Bob's alternate pipe types turned out to be strictly worse than vanilla if I remember right.
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# ? Apr 29, 2019 16:40 |
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LLSix posted:Do you know if his attempts to modify pipes works? Asking because Bob's alternate pipe types turned out to be strictly worse than vanilla if I remember right. Worse how? Last i tried them some of the more advanced material ones had longer reach underground and that was great.
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# ? Apr 29, 2019 16:46 |
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They could hold more fluid than vanilla pipes, and this lowered their throughput significantly.
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# ? Apr 29, 2019 17:06 |
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# ? May 26, 2024 09:55 |
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LLSix posted:Do you know if his attempts to modify pipes works? Asking because Bob's alternate pipe types turned out to be strictly worse than vanilla if I remember right. True with the much older fluid mechanics (the simulation used to go mental) but more recently he's said they do work with the improvements they made. Personally I use stone real early then iron till I have tungsten. Anonymods pipes had the same problems before and seem to work now due to the fluid changes. The big promised fluid update should lay it all to ground for good once they release it.
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# ? Apr 29, 2019 17:07 |