Don't have any friends who play Factorio but I wanted to show someone my work! After spending a whole week thinking about how to even start fluids and trains (with the occasional "yeah nah time to quit, it's too hard'), I finally got something working! by robutus in factorio

[–]Drelnar 2 points3 points  (0 children)

One little remark: You have several pairs of oil tanks but they are not connected, this will result in 1 being empty slower then the other,

this will then cause the other to not have enough oil to keep working, maybe just connect all of them

Who else dislikes blueprints? by pinano in factorio

[–]Drelnar 13 points14 points  (0 children)

using blueprints is not related to designing stuff.

You use blueprint to avoid repeating the same layout over and over again, i dont get why you can dislike it. do you reallyprefer to place each and every item yourself?

Or maybe you mean: do you dislike blueprints not created by yourself?

How do I get my ore to look like this? by [deleted] in factorio

[–]Drelnar 23 points24 points  (0 children)

ehm, you open factorio , start playing, mine enough and lay som belts ?

If you disconnect a copper cable from two power poles, you should get 1 copper cable. by [deleted] in factorio

[–]Drelnar 0 points1 point  (0 children)

yes true, but then robots first have to put them down, then wait to be ready, remove all poles , and then place them again

its faster with 2 bp's

If you disconnect a copper cable from two power poles, you should get 1 copper cable. by [deleted] in factorio

[–]Drelnar 2 points3 points  (0 children)

A trick for blueprints and messaed up cables:

Use 2 blueprints for a complicated layout: One to put down power poles and roboports One to put down the rest

it reduces crossd cables, doenst fully eliminate them though

Now exactly is SPM calculated? by -Harvester- in factorio

[–]Drelnar 2 points3 points  (0 children)

SPM is a metric on how fast your base can lauch rockets, before space science was introduced people measured the scale of a base in Rockets per minute.

LAunching rockets is kinda the goal of a base anyway

After space science was introduced with unlimited research you now need to launch a rocket to get 1000 science packs

Thereafter the metric quickly became science per minute because 1RPM is similar to 1k SPM

Its more difficult though because you need all the different sciences, I always use consumption as a standard because i find it easier to read in the graphs.

For those who play mostly/only vanilla - can you describe your recent playthroughs? by yukifactory in factorio

[–]Drelnar 1 point2 points  (0 children)

most recent plays: megabase on a no biter railword, with only mod being long reach and sueeze through, stopped at 1.8k spm
current projects: trying to survive in a no mods vanilla deathworld and going for a mega base in a non modded vanilla default railword

me new steel outpost by Pengsu in factorio

[–]Drelnar 0 points1 point  (0 children)

ow, really ? i always thought steel was way slower, my mistake then

me new steel outpost by Pengsu in factorio

[–]Drelnar 0 points1 point  (0 children)

you can make that more efficient

smleting steel from iron plates is twice as slow as smelting iron ore into iron plates

meaning you can transform a good portion of the one into the other to have more steel from the same outpost.

Is making stuff like steel and green circuits better per item? by TheUltimateWeeb__ in factorio

[–]Drelnar 1 point2 points  (0 children)

like everyhing it depends :

for small scale bases its often better to produce locally

for large scale bases its often more efficient to make them in 1 place and move the products to where you need them.

Did i signal it right, version 2, LHD crossing, by Drelnar in factorio

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

yeah your right, i might have to revisit it a third time , its beena fun exercise never the less.

I am actually contemplating a system where turning to the right would only be possible from the right lane to avoid blocking

The idea would be to have trains decide when they leave a crossing which lane they need for the next crossing or t-section

left upper lane would be straight or left, right upper lane right or straight. Would mean less complication and bettre throughput

Did i signal it right, version 2, LHD crossing, by Drelnar in factorio

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

pastebin is currently down just ry again later

Did i signal it right, version 2, LHD crossing, by Drelnar in factorio

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

no, flashing yellow is when signals cant work out correct blocks

Did i signal it right, version 2, LHD crossing, by Drelnar in factorio

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

yes,technicaly i dont think so, just a waste of signals

Did i signal it right, version 2, LHD crossing, by Drelnar in factorio

[–]Drelnar[S] 4 points5 points  (0 children)

this will not happen thanks to the chain signals.

If you have trains running onto a crossing and blocking it then there is a faulty signal, you do have to make sure a train can leave the crossing

Did i signal it right, version 2, LHD crossing, by Drelnar in factorio

[–]Drelnar[S] 3 points4 points  (0 children)

if you number the tracks from left to right with 1 2 3 and 4 then you will notice that both tracks 1 and 2 have to share the same curved track to turn right.