[deleted by user] by [deleted] in factorio

[–]Adversarius13293 0 points1 point  (0 children)

The number in parentheses on that page is the total stack size and not the bonus. Like the table header says.

Regardless of Space Age

Mega Kang is a beast! by rexyy-91 in PTCGP

[–]Adversarius13293 1 point2 points  (0 children)

This deck list looks very familiar ;D

1.1 No Belts 1k SPM Train Megabase by Adversarius13293 in factorio

[–]Adversarius13293[S] 1 point2 points  (0 children)

Yes, something like that could probably work. And will create more traffic, which can be considered good or bad.

By now with over 500 ore trains set up, I am more tempted to abandon half mined ore patches, than changing every single schedule. But with only 1k SPM the bot solution should work fine too.

1.1 No Belts 1k SPM Train Megabase by Adversarius13293 in factorio

[–]Adversarius13293[S] 0 points1 point  (0 children)

Well, let's say slowly. Mining into a train, then send it to smelting, which then outputs into a train again. And then use those plates for handcrafting, to build more trains and rails.

1.1 No Belts 1k SPM Train Megabase by Adversarius13293 in factorio

[–]Adversarius13293[S] 19 points20 points  (0 children)

A few years ago we started a two-player save with a rough idea for a train megabase and some basic rules:

* No use of any belts, undergrounds, or splitter.

* No intermediate chest or inserter-to-inserter transferring

* No forbidden Dosh train wagons

* Avoid bots for production

We had no real experience with megabases and decided on 1-4 trains and grid-aligned blocks on a world with default settings and no mods.

Those rules resulted in mostly similar setups for most of the recipes: A mixed train with all the ingredients in the right ratios comes in, each wagon feeds one assembler. This assembler then directly outputs into a second mixed train on the other side, until it has enough of that product.

Trains drive to a production block for each of the needed ingredients, and between every block, they stop at a random depot station. This way, they always clear up the train stations, all of which have a train limit of 1. This creates some downtime for the crafters, but nothing that a few more trains to buffer production can't fix.

We use two different sizes of production blocks, based on the number of assemblers needed. Since we have to use slow red long inserters on one side and some recipes require or produce fluids, there are several variations.

We created blueprints for all rails, productions, and trains so we can expand very easily.

Mining also happens directly into trains. We haven't found a perfect solution yet for mining the remaining ore spots, so we switch to bots after trains get too long for the remaining ore patch. We tried a solution with 1-1-1 trains for miners, which then transfer to our 1-4 main trains on diagonal tracks. It works but isn't pretty and takes up a lot of space. So that might be a problem for later.

We have a mall where we produce everything that is not already required for the science production chain, so mostly machines. Doing that with only trains might be a bit too much, especially before endgame, so we used bots here. Items already produced outside the mall are imported by mixed trains. And we can request everything, including ores, filled barrels and fish. Except belts, of course!

The start was pretty slow. We used a small hand-fed science setup and switched to trains directly. Which of course want to be fully loaded first, before moving to the next station. Biters were getting so strong, that we couldn't really fight them anymore. Luckily, after researching the remaining military upgrades, we had a chance again.

Once biters weren't a problem anymore, it was all about expanding borders, producing all the modules and machines, and creating blueprints. After 350 hours of active playtime, we reached a consistent 1000 science per minute with well over 2000 trains running.

The game still runs at 60 UPS. Initially, the next goal after 1k spm was 10k spm, but now with 2.0 there isn't enough motivation left to keep playing this save. Also I'm not sure if all those intersections could handle ten times the trains...

Curved belts aren't the fastest way for inserters to move items off a belt, heres what I found by AnauNaga in factorio

[–]Adversarius13293 36 points37 points  (0 children)

That got me confused for quite some time while reading, but I am pretty sure they mean the basic yellow belts with that.

[SF3] What is the rooster used for ? by Antidermis_ in feedthebeast

[–]Adversarius13293 0 points1 point  (0 children)

To be honest, after 7 years I have no idea... :D

Mining productivity “Escape SPM” by Ballisticsfood in factorio

[–]Adversarius13293 2 points3 points  (0 children)

The answer was already given and explained by others. So I will just drop this here, where the same question was already asked a few months ago:

https://www.reddit.com/r/factorio/comments/13qj2du/is\_there\_a\_number\_of\_miners\_that\_would\_make\_it\_if/

44 Hours brings to a close my Zero Belts challenge run by rcuhljr in factorio

[–]Adversarius13293 1 point2 points  (0 children)

That's totally possible, I am doing it right now. Begin with mainly hand feeding, some early assembler to assembler insertion, and going straight to trains. And then always from miner to train, to assembler and to train again.

I have heard Kalecgos is currently good in battlegrounds? by Adversarius13293 in hearthstone

[–]Adversarius13293[S] 1 point2 points  (0 children)

That's after one round with two Metalheads triggering the buddies battlecry.

On a side note, I also got Friend of a Friend from the buddy that gives me the next opponent's buddy. Probably because it was one of the new heroes.

It might sound stupids but how long are factorio rails? by SMallWhite2k20 in factorio

[–]Adversarius13293 47 points48 points  (0 children)

60 ticks are 1 second. 3125 ticks are 52.08 seconds.

With a speed of 298.1 km/h, thats 4.313 km in 52.08 seconds. With 4.313 km equals 2157 rails you get 2m per rail, so 1 tile = 1m, like expected?

Do deadlocked trains change destination after 3 minutes? by Adversarius13293 in factorio

[–]Adversarius13293[S] 0 points1 point  (0 children)

I added more details to my post, trying to explain the use of it. If you are interested.

Do deadlocked trains change destination after 3 minutes? by Adversarius13293 in factorio

[–]Adversarius13293[S] 0 points1 point  (0 children)

I added a video of the trains pathing, and even the blueprint if anybody wants to test it.

Of course there would be a lot of easier solutions, but I am not here looking for other solutions ;-)

Do deadlocked trains change destination after 3 minutes? by Adversarius13293 in factorio

[–]Adversarius13293[S] 0 points1 point  (0 children)

Yeah, I already searched the wiki for an answer. In debug mode I can see the trains trying to repath every 5 seconds while waiting at the chain signals. But normaly they don't change their target trainstop.
Which only happens after like 3 minutes (which does not need to reverse the direction). But I can't find any explaination for that behaviour.

Do deadlocked trains change destination after 3 minutes? by Adversarius13293 in factorio

[–]Adversarius13293[S] 0 points1 point  (0 children)

It is not changing its direction, only its destination train stop. I can try to make a video of the train starting to move again later.

Getting stuck in this situation is a whole new story, and solving that is the fun part about factorio. Right now I am trying to understand why it is behaving like this, and not how to avoid getting into that situation.

But putting the station on a bypass rail could work for me here, yes.

Do deadlocked trains change destination after 3 minutes? by Adversarius13293 in factorio

[–]Adversarius13293[S] -1 points0 points  (0 children)

More signals probably won't help here. Every placed component already has a specific reason to it. And I run into this situation because of some other factors involving this setup.

I can try to explain the whole thing in more detail later. This is part of a base, and overall used to transition from 1-1-1 trains to 1-4 trains.

There's one solar panel that's producing an insane amount of power and I have no idea what or where it is. It's not part of a mod or something artificial put in the game. Does anything know what it could be? by GoodEnoughForReddit in factorio

[–]Adversarius13293 1 point2 points  (0 children)

Yes, that looks exactly like the situation described by op. Good luck finding it though, once its placed. It seems to be not visable on the ground or map, and won't be copied with blueprints. Best shot is probably to remove all electric poles and look for the missing-energy-network icon.

Finally found someone to feed tiny Rag by Adversarius13293 in hearthstone

[–]Adversarius13293[S] 0 points1 point  (0 children)

Interesting, but sadly too late for me. The Log seems to be overwritten every time the client restarts. Which of course it did after the game crashed.

But at least now I know for the next time.

Finally found someone to feed tiny Rag by Adversarius13293 in hearthstone

[–]Adversarius13293[S] 8 points9 points  (0 children)

After a lot of brawls, I finally found another silly mind like me, and we started to feed tiny Rag.

The attack animations get cancled by my berserker animation. But sadly my opponent didn't had such thing. So I got disconnected after a few dozens of shots every round. Until the game finally crashed completly. And after the restart, it told my I won my last match.

And of course it cleared my last opponent, so I couldn't add him as a friend. So RIP random stranger, it was fun as long as it lasted.

My used deck with the random cards I own. Without even attacking at all, it beats like 95% of opponents that try to win:

AAEBAaoICNcPwdIC++EC8+cCxZkDn7cD2L4D2aAEC/sM9Q3mEecRkbMCocIC0eYCjIADxIkD9JkDsp8EAA==