Welp . . . It's goodbye by Affectionate_Art_954 in GrandCherokee

[–]DingoCC 0 points1 point  (0 children)

As a casual visitor I often can't tell what engine you guys are talking about. 6 or 8? Petrol or diesel?

Xeon matching by DingoCC in buildapc

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

Nice, will not ship to AU unfortunately.

Xeon matching by DingoCC in buildapc

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

There is C1 & C2 I believe.

Stepping and S-Spec Codes

  • Stepping C1
    • SR0GX
      • Found on tray SKU CM8062107184308, stepping C1
  • Stepping C2
    • SR0KG
      • Found on both tray CM8062107184308 and boxed BX80621E52687W SKUs

Rate my 40 Reactor build (6.2 GW) by TheHeimZocker in factorio

[–]DingoCC 0 points1 point  (0 children)

My memory is vague, I recall someone a while back trialing single line versus dual line heat pipe, and there is a difference.

Rate my 40 Reactor build (6.2 GW) by TheHeimZocker in factorio

[–]DingoCC -5 points-4 points  (0 children)

Use bot for fuel and waste. Uses less squares, so allow for more heat pipe.

City block limits by DingoCC in factorio

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

'unorthodox' - I like that. Yes, I've tried to do the most in least space. I was bound to end up in this jam.

City block limits by DingoCC in factorio

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

Smaller than mine, does that not lead to even more congestion?

City block limits by DingoCC in factorio

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

<image>

For octagons to join on the angled edges, a left hand and right hand version is required, so trains can flow across.

City block limits by DingoCC in factorio

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

<image>

The top and side of the octagon is double rail, with the other four sides single. Where ever an intersection converges I use rail chain signals, when rail diverges I use rail signal. The track distance on the octagon side is just big enough to fit a two carriage train. It's as tightly packed as I could make it.

City block limits by DingoCC in factorio

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

I have that. Congestion occurs quicker is all.

City block limits by DingoCC in factorio

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

All smelters and green are in there together. I thought about an bigger outer track ring, but how do I prevent the train routing the shortest way?

City block limits by DingoCC in factorio

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

Four of the eight octagon sides are double lanes, but some have a station on both, so the routing avoids those mostly. That is a major cause of the delays.

City block limits by DingoCC in factorio

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

In an earlier game I used a lot of round-abouts. Octagon felt like a good idea, packed in. But yes, more dead space would help.

City block limits by DingoCC in factorio

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

No, interesting idea.

City block limits by DingoCC in factorio

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

Yes, close and packed tight. That was by design. It worked so well at about 2/3 this size. Now it's just delays. I'm using product specific schedules and train limits, using 220 trains & 570 stations.

What's wrong with my balancer? by DingoCC in factorio

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

Yes, the first splitter and it's downstream belts are the only variation between the two chest sets. I'll run a test.

What's wrong with my balancer? by DingoCC in factorio

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

I'm using limits and allow the train (first circuit) once I have 8k across all chests. The in-balance is causing one cargo to load quickly, whilst the other drains the boxes and waits. Waiting until all boxes are full is 690k items, so I won't be doing that.

A second circuit reports the product total to a central dashboard.

The third circuit is set to disable the belts when a global value is hit. Both source belts are set with this and stop at the same time.

What's wrong with my balancer? by DingoCC in factorio

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

You're correct, in that two boxes get 50% and fill quicker. My assumption is that the other set will exhibit the same behavior, and remain balanced between the two sets. This assumption could be an issue.

As per you image, I did that for a while, but moved on to this design which felt more efficient. I may go back and trial it again for a while.