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manero posted:Now I'm really interested in OpenTTD I'm still waiting for a mod that just adds industries like in OpenTTD.
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# ? Jan 9, 2019 00:10 |
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# ? May 28, 2024 14:51 |
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Of course, all these explanation are useless when we don't know what problems people are actually having. I'm tempted to make a guide that walks through how an intersection is signaled, showing the reasoning behind each signal. No idea if that would be helpful though. I'm reminded more and more of the Haskell monad tutorial problem.
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# ? Jan 9, 2019 00:33 |
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You see, signals are like a burrito...
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# ? Jan 9, 2019 00:45 |
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Is it just me or are those 2 signal graphics from that thread even better than most factorio signal tutorials? (if you just change 'pre signal' to 'chain signal')
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# ? Jan 9, 2019 01:21 |
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Magus42 posted:Is it just me or are those 2 signal graphics from that thread even better than most factorio signal tutorials? (if you just change 'pre signal' to 'chain signal') It's not just you, I had the exact same thought - I think those graphics are really good. Speaking of which, chain signals in Factorio are sort of a hybrid between OpenTTD pre-signals and path signals, and that's one of the key things the guy linked on the previous page misunderstood. In OpenTTD the trunk pre-signal will turn red if all signal branches ahead of it are red, but be green otherwise. In Factorio, if you have an Y like this: with one branch occupied but the other free, the chain signal will turn blue, and whether a train will stop or go past it depends on its destination (or its path, rather). If it can take either of the paths to get where it's going, or if it it needs to take the southern branch but can't take the northern one, it'll pass the chain signal as if it was green. If it's going to the northern branch though, it will stop at the chain signal - it can enter the junction block, but the signal for entering the next block on its path is red, so it will treat the chain signal as red too. It's a path-aware pre-signal, I guess you could say. That guy got super mad about this for some reason and accused the poor innocent signals of lying to him. e: lol @ the references section btw quote:Grays42’s “Factorio Train Automation” TheFluff fucked around with this message at 02:10 on Jan 9, 2019 |
# ? Jan 9, 2019 01:55 |
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Is it "worth" trying for nuclear power when you don't yet have access to Kovarex enrichment? I've decided I don't really like solar energy at all, mostly from the aesthetic. Even really nicely tiled solar farms look kind of awful to me just because of how damned big it is. (e) I just need high-tech science packs. Nothing stopping me from just doing that first, for this game anyway
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# ? Jan 9, 2019 02:04 |
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Yes, absolutely. You only need one centrifuge per reactor. Kovarex is for when you start wanting to throw nukes at biters.
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# ? Jan 9, 2019 02:19 |
Ciaphas posted:Is it "worth" trying for nuclear power when you don't yet have access to Kovarex enrichment? Jabor posted:Yes, absolutely. You only need one centrifuge per reactor. M_Gargantua posted:40MW of nuclear is 4,650 Copper, 1,880 Iron, 1,200 Plastic, 790 Steel, and 600 Concrete
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# ? Jan 9, 2019 02:35 |
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Heck yeah, thank you!
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# ? Jan 9, 2019 02:37 |
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I think a lot of explanations over-complicate chain signals. They mark the beginning of a zone in which you don't want trains to ever stop, and the end of that zone is marked with another regular signal. This zone be a section of two-way track, it can be crossing an intersection, it can be the track between holding bays and a station
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# ? Jan 9, 2019 02:39 |
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lol gently caress me sideways I should have started sooner. At least I've thrown a grand total of one (1) assembler for each of accumulators and panels so I didn't waste much I'd much rather solve the nuclear puzzle than plop down another ugly blueprint anyway, I'll go see how I do with that soon as I figure out how I want to get the sulfuric acid to the uranium. Ciaphas fucked around with this message at 02:42 on Jan 9, 2019 |
# ? Jan 9, 2019 02:39 |
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Miners need acid to mine uranium.
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# ? Jan 9, 2019 02:42 |
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Yeah I brainfarted, I guess I meant to ask whether I'd want to transport the acid by train or by direct pipe and pumps. Is there a way to measure distance on the map?
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# ? Jan 9, 2019 02:43 |
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The solution is always MORE TRAINS If you're building a track there to collect the ore by train you may as well use that track to also deliver the acid. And if you're building a track there to deliver acid you may as well use that track to also collect the ore. GotLag fucked around with this message at 02:53 on Jan 9, 2019 |
# ? Jan 9, 2019 02:51 |
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Note to self to figure out keeping the drat train cars fuelled before i start on nuclear next time I open factorio. Already have like five engines on the line and having just one go out at a remote location was enough to make me stop for a while
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# ? Jan 9, 2019 02:54 |
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GotLag posted:The solution is always MORE TRAINS
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# ? Jan 9, 2019 02:55 |
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GotLag posted:The solution is always MORE TRAINS i hev deadlok on trackz, wat do?
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# ? Jan 9, 2019 03:05 |
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Dancer posted:i hev deadlok on trackz, wat do? more tracks THEN MORE TRAINS
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# ? Jan 9, 2019 04:10 |
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Ciaphas posted:lol gently caress me sideways I should have started sooner. At least I've thrown a grand total of one (1) assembler for each of accumulators and panels so I didn't waste much You'll want the solar panels for the satellite eventually anyway, so leave the production line in place. I usually end up building at least one assembler of everything because you never know when you'll want it. Ciaphas posted:Note to self to figure out keeping the drat train cars fuelled before i start on nuclear next time I open factorio. Already have like five engines on the line and having just one go out at a remote location was enough to make me stop for a while If your stations are too far flung to make it easy to belt fuel to them, you can always just build a dedicated fueling station next to your coal patch or refining area if you're using solid fuel. It can tide you over until bots trivialize moving fuel around. Gadzuko fucked around with this message at 10:27 on Jan 9, 2019 |
# ? Jan 9, 2019 10:25 |
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Falcorum posted:I'm still waiting for a mod that just adds industries like in OpenTTD.
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# ? Jan 9, 2019 11:01 |
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how long until factorio has a better tt implementation than openttd
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# ? Jan 9, 2019 11:14 |
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Truga posted:how long until factorio has a better tt implementation than openttd
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# ? Jan 9, 2019 12:21 |
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GotLag posted:The solution is always MORE TRAINS Factorio: The solution is always MORE
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# ? Jan 9, 2019 12:43 |
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Collateral Damage posted:You might want to check out Whistle Stop Factories which adds giant mega-smelters/assemblers in fixed locations on the map that you need to feed by trains. And if you want to build it yourself, this is basically the "village" approach to factory building. I've been thinking of trying it instead of a bus, it looks more fun.
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# ? Jan 9, 2019 17:40 |
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Gadzuko posted:You'll want the solar panels for the satellite eventually anyway, so leave the production line in place. I usually end up building at least one assembler of everything because you never know when you'll want it. I was meaning to ask for awhile, but I guess this answers my question of how to power further out mining operations? Just plop down a solar array and some accumulators? So far I've just been running power lines to stuff since it's close enough not to be too much of a hassle, and if I'm laying the track I can just lay the wires on the return trip. (It just now dawns on me I should probably just have a locomotive ready to ride home.)
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# ? Jan 9, 2019 18:40 |
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Oxyclean posted:I was meaning to ask for awhile, but I guess this answers my question of how to power further out mining operations? Just plop down a solar array and some accumulators? If you have a train network: have a dedicated steam delivery train. Yes, steam never cools and is basically stored power. 1 tank of "low temperature" steam from boilers (165 C) is 750 MJ, so nearly 100 pieces of coal. 1 tank of "high temperature" steam from nuclear heat exchangers (500C) is 2.425 GJ. Just have a steam delivery train that make deliveries from your power plant's off-flow.
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# ? Jan 9, 2019 18:53 |
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Oxyclean posted:So far I've just been running power lines to stuff since it's close enough not to be too much of a hassle, and if I'm laying the track I can just lay the wires on the return trip. (It just now dawns on me I should probably just have a locomotive ready to ride home.) Once you get bots & a personal roboport you can slowly roll down the track in your own personal locomotive, laying blueprints down. Once you're done, just tell the locomotive to return to your own personal train stop and enjoy the trip.
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# ? Jan 9, 2019 18:58 |
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People distribute power via steam? Good lord, I thought you were supposed to just run big poles along train tracks.
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# ? Jan 9, 2019 19:00 |
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Ciaphas posted:People distribute power via steam? Good lord, I thought you were supposed to just run big poles along train tracks. I just realized that steam distribution of power would solve the whole "biters took out some random big pole in the middle of nowhere" issue. Can't destroy buildings if there are no buildings in between.
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# ? Jan 9, 2019 19:07 |
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crazysim posted:I just realized that steam distribution of power would solve the whole "biters took out some random big pole in the middle of nowhere" issue. Can't destroy buildings if there are no buildings in between. They can destroy tracks (but you'll have longer to respond to it presumably, since the steam already there will act as a buffer).
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# ? Jan 9, 2019 19:44 |
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Alkydere posted:If you have a train network: have a dedicated steam delivery train. Yes, steam never cools and is basically stored power.
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# ? Jan 9, 2019 20:23 |
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misguided rage posted:Why would you send a whole train for the equivalent of a stack and a half of coal? I guess if you had no water anywhere near the other end, but otherwise that seems like a much worse idea than just sending a train full of coal and boiling on site... Presumably they just add the tanker car to the normal cargo wagon load out, and it's just part of the normal loading. Though the turbines are pretty loving expensive to use for every remote train base... Regular steam engines are at least cheap, but way less efficient on high temp steam.
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# ? Jan 9, 2019 20:29 |
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misguided rage posted:Why would you send a whole train for the equivalent of a stack and a half of coal? I guess if you had no water anywhere near the other end, but otherwise that seems like a much worse idea than just sending a train full of coal and boiling on site... Because TRAIN! Do you really need more reason? Also migrating biters have an annoying habit of eating power lines while they ignore rail tracks.
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# ? Jan 9, 2019 21:24 |
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The Petroleum Power mod would be an alternative (even though I find it easier to just use pylons).
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# ? Jan 9, 2019 21:30 |
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Dancer posted:They can destroy tracks (but you'll have longer to respond to it presumably, since the steam already there will act as a buffer). I've never seen them destroy tracks. They don't block pathing nor do they "pollute". Are you sure? I thought the only way to destroy tracks would be to grenade them or use some sort of player explosive. Do worms target tracks?
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# ? Jan 9, 2019 21:37 |
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Oxyclean posted:I was meaning to ask for awhile, but I guess this answers my question of how to power further out mining operations? Just plop down a solar array and some accumulators? I just run power lines everywhere except for radars. If I'm deploying radars way off in the middle of nowhere I'll just drop down a single solar panel with the radar which is enough to have it turn on but not scan during the day and show me if there are nests nearby.
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# ? Jan 9, 2019 21:41 |
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crazysim posted:I've never seen them destroy tracks. They don't block pathing nor do they "pollute". Are you sure? I thought the only way to destroy tracks would be to grenade them or use some sort of player explosive. Do worms target tracks? I guess worms would in theory if a fresh base spawned near your rails, but I have never, ever seen Biters even acknowledge that tracks even exist. I've seen them eat belts, but not tracks.
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# ? Jan 9, 2019 21:52 |
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Biters will not normally attack rails in the wild. Default biter behavior is to attack sources of pollution (e.g. miners, steam engines) and military structures (e.g. radar, turrets). They will also attack things that they can't easily path around while they are on their way to attack a source of pollution, or when they are migrating if biter spread turned on. Biters have collision with each other so when travelling in large groups they will often end up attacking things that it seems they ought to be able to easily path around, like individual large energy poles, because the biters in the middle of the group get stuck behind it and can't go around because other biters are in the way. Rails don't have collision and don't produce pollution so biters will for the most part walk right over them. The exception to this is that when biters finish destroying a group of pollution sources or respond to an attack from the player, they switch into a sort of 'rampage' behavior and start attacking everything artificial in the area. For example if you park an artillery train somewhere, fire off some shots, and then drive it elsewhere, biters will charge to the place the train was and start eating tracks because there is nothing else for them to eat at that spot. tl;dr you don't need to defend your stretches of rail between bases but rails near pollution sources/military installations might end up as collateral damage Jamsque fucked around with this message at 21:58 on Jan 9, 2019 |
# ? Jan 9, 2019 21:52 |
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Did some back of the envelope math on powering bases off grid using nuclear heated steam & turbines: (all numbers are without upgrades) A single steam turbine working at 100% will power an outpost of 52 miners, 1 radar, and 48 stack inserters (running for 52 seconds and idle for 365). 1 fluid wagon of steam lasts long enough (417 secs) to mine almost 6 wagons worth of ore (11,472) using these numbers. I'm not sure I'd want to rely on powering a mining base this way, but it might be a good idea as a backup power source. Add a few tanks and a couple turbines to a the base, connect them with a power switch wired to an accumulator on the main grid, and circuit up a dedicated stop for the steam. If the main power lines get cut, the accumulator drops below 50% and the power switch trips letting the turbines start supplying the outpost. When the local steam tanks drop below 50% the steam train stop turns on and a train is dispatched to refill them. The biggest headache is setting up a second train to drain the steam once the outpost is mined dry, but I suppose you could just delete it since once you get nuclear reactors power is basically free.
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# ? Jan 9, 2019 22:15 |
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# ? May 28, 2024 14:51 |
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uPen posted:I just run power lines everywhere except for radars. If I'm deploying radars way off in the middle of nowhere I'll just drop down a single solar panel with the radar which is enough to have it turn on but not scan during the day and show me if there are nests nearby. Five solars give 100% power to one radar during the day; you can fit 4 radars and 20 solars around one substation
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# ? Jan 9, 2019 22:55 |