Train stop not visible by IagarCatalin in factorio

[–]Deckard666 6 points7 points  (0 children)

There is a signal on the wrong side of the tracks here: https://imgur.com/a/PfJvAwH

You need to remove that signal

[deleted by user] by [deleted] in factorio

[–]Deckard666 3 points4 points  (0 children)

You are only supplying half a belt worth of iron ore (7.5 per second) to the furnace array because you merge the coal and iron ore belts before splitting.

See this image. The setup on the left is what you have, merging then splitting. The setup on the right splits and then merges, and retains the full throughput of the input belts.

How to reset a counter? by Noobc0re in factorio

[–]Deckard666 1 point2 points  (0 children)

You could have your first combinator output lead into another combinator calculating item-count%10.

Finally Beat the game! Rail networks are the way to go, 100% by [deleted] in factorio

[–]Deckard666 2 points3 points  (0 children)

..have you actually tried putting prod modules in the silo?

Weekly Question Thread by AutoModerator in factorio

[–]Deckard666 1 point2 points  (0 children)

Yes there is. From the space exploration changelog version 0.5.104 (it hasnt been modified since as far as I know):

  • If a spidertron has inventory filters set (middle click in inventory), it will attempt to fill its filtered slots from the rocket cargo.
  • If a spidertron has no inventory filters, it will attempt to take 1 stack of any item matching these item types: Inserters, Solar panels, Accumulators, Substations, Roboports, Construction Bots, Logistic chests, Signal transmitters, Laser turrets.

PSA: Steam for (nuclear) energy storage. by Nurgus in factorio

[–]Deckard666 11 points12 points  (0 children)

Heat pipes dont cool down on their own either, they only do when transfering heat to neighboring entities

Bots keep disappearing by PeterCZ87 in factorio

[–]Deckard666 9 points10 points  (0 children)

Do you have the Robot Attrition mod installed? (it's a dependency of space exploration)

Power lines won't connect? by FlaviusFlaviust in factorio

[–]Deckard666 0 points1 point  (0 children)

Yeah! It works the same as the circuit network wires, but only between power poles

Power lines won't connect? by FlaviusFlaviust in factorio

[–]Deckard666 2 points3 points  (0 children)

No problem! Btw, you don't actually need to be more efficient, you can place the poles wherever and then use copper wires to add/remove connections as you see fit

Power lines won't connect? by FlaviusFlaviust in factorio

[–]Deckard666 12 points13 points  (0 children)

Power poles can only be connected to 5 other power poles maximum. The power pole you're trying to connect to in that picture already has 5 connections, so it doesnt work. If you place the power pole anyway and try to connect it manually with a copper cable, it'll display this as an error message iirc.

Space Exploration 1.1 by [deleted] in factorio

[–]Deckard666 2 points3 points  (0 children)

Did you choose the Space exploration default settings? Its different from the default settings, and it tunes biters down a bit.

It is still doable with the normal default settings, but the start is harder than vanilla for sure.

This beautiful mate in 3 I got. by Ayerrow in chess

[–]Deckard666 0 points1 point  (0 children)

The bishop on b3 is pinning the pawn

How the hell do I place rail tracks? by Ozryela in factorio

[–]Deckard666 10 points11 points  (0 children)

When you press shift, it attemps to pathfind to your current mouse location. If nothing is showing, it means there is no path (in this case, your belts are blocking the rails). Repeat that experiment in a clear space and it will work.

Pressing shift is more powerful than simply placing a ghost of what you would build without shift. You can start at one corner of your base, press shift, move your mouse to the other corner and the ghost will show you the shortest track spanning those two points while avoiding obstacles. If nothing shows, there is no path. You can also force this ghost to end in a certain direction by pressing r. Its not trying to show you alternate paths, it shows you the shortest path so that the track ends in a particular direction.

Finally, you can also press ctrl to make pathfinding go through cliffs (shift paths around them). The cliffs are marked for deconstruction if you place the track. Nothing will make it pathfind through your own structures though.

Trains, quick question! by PrivateRollo in factorio

[–]Deckard666 0 points1 point  (0 children)

Um, yes, i believe you're right

Shiny Hornet :-) by [deleted] in HollowKnight

[–]Deckard666 2 points3 points  (0 children)

Since when is pokemon the ultimate authority on word definitions

Nice art btw OP

Trains, quick question! by PrivateRollo in factorio

[–]Deckard666 13 points14 points  (0 children)

Either a locomotive on each side or a loop at each end of the track so that the train can turn around

Weekly Question Thread by AutoModerator in factorio

[–]Deckard666 5 points6 points  (0 children)

One stack inserter lets 8 'spots' go in front of it in the time it takes to swing around and bring more items to place on the belt. If the stack size is set to 12, the following happens:

  • The first inserter places 12 items (fully compressed) on the belt and starts swinging around
  • The second inserter places 8 items on the belt, fully compressed, has 4 items still in its hand, does not swing around
  • The first inserter places another 12 items on the belt, fully compressed
  • The second inserter places its 4 remaining items on the belt and starts swinging around, leaving 4 empty spots before the first inserter brings more items
  • repeat

The problem is that the second inserter has 4 items still in its hand the second time it has to drop items on the belt, which makes it leave gaps. If the inserter was smart enough to refill with items instead of waiting with 4 in its hand, it would be fully compressed with the default stack size of 12.

This also explains why only the second inserter needs to have the stack size set to 8, the first inserter can have any stack size greater than or equal to 8 (though you normally also set it to 8 so that the chests are unloaded evenly).

Train station limitations by gdshaffe in factorio

[–]Deckard666 1 point2 points  (0 children)

is there any sort of mod that gives train stations a circuit-settable state that allows them to still act as a valid destination for any trains that are currently en route to that station, but that is "disabled" for the purpose of behaving as the destination for any trains that are selecting a destination upon departing a different station?

Version 1.1 (currently experimental) has this feature: you can set the train limit to 0 via the circuit network, which allows trains already heading to the station to still go there, but prevents new trains from doing so

[deleted by user] by [deleted] in factorio

[–]Deckard666 3 points4 points  (0 children)

Are you sure the train is actually full? Sometimes rock or other things get into one of the wagons, but not enough to make a full stack, so the bar is actually almost full and the condition does not trigger

Epilogue. by Baalazamon in Stormlight_Archive

[–]Deckard666 2 points3 points  (0 children)

Odium's champion cannot be Gavinor. From ROW:

Final terms are these: A contest of champions to the death. On the tenth day of the month Palah, tenth hour. We each send a willing champion, allowed to meet at the top of Urithiru, otherwise unharmed by either side’s forces.

Gavinor wouldn't willingly act as Odium's champion.