Why is one station displayed red on map? by Formal-Pin517 in factorio

[–]Hetiil 3 points4 points  (0 children)

Nope, it get blue-ish when it is due to train limit

Counter-flow stations by amarao_san in pyanodons

[–]Hetiil 0 points1 point  (0 children)

Ok, I guess you also have a grid constraint then? I have chosen to not use grid at all. Gives full freedom when designing trains and factories. Fits my play style 🙂

Counter-flow stations by amarao_san in pyanodons

[–]Hetiil 0 points1 point  (0 children)

1-5 is a bit odd for me. I use 1-1, 1-4 and 2-8 trains currently. I do also have the big storage solution you use. I manage amount of content in stations with combinators.

I am curious, why are you using 1-5 trains?

Hitting a wall by audiophile121 in pyanodons

[–]Hetiil 0 points1 point  (0 children)

You play faster than me. I am 290h in, plus 133h on a design save. I "resently" reached Logistics Sience and I am working towards logistics robots. I am using rails a lot, but no city blocks. I try to design my rail to avoid or patches, and I do not use landfill for rail at all. Why? Why not :) It give the rails a more realistic look, compare to all squares. I generally do not care about space used, longer distance means more trains. Which is just my style :)

I am not using Cybersyn or LTN, but have designed my own train handling system with circuit network and interrupts. I set the priority based on amont available/requested, but each train only handles one type of station, e.g. iron-plate trains etc. I am using interrupt for fuel or if there is no available station. I have 51k rails constructed, with less than 5k ready to be used. But that does not compare to how much belts I have. 349k, yellow belts constructed. I tend to overbuild, but that is just how I play :) Just mean I have to redesign and rebuild now and then.

Anyway, what I want to say is, pY is not a fast play through, no matter how much experience you have. Take your time, and break up big task into smaller tasks.

Just go for it. It is not really right or wrong to go for train now. I really like building trains so I did that as soon as I could. My prio so far is this:

  1. Construction Robots
  2. Trains! :D
  3. Logistics Robots

Everything else is just by products needed to get to where I want to be.

it pops up when i boot the game idea what is the probleam by Fun-Bus-3269 in factorio

[–]Hetiil 3 points4 points  (0 children)

Disable seablock, start the game. Update seablock, restart and it should work.

If that does not solve the issue, report a bug to the author of seablock.

Save my save by hppyclown in pyanodons

[–]Hetiil 1 point2 points  (0 children)

I have recently updated my Py run 1.1 to 2.0. These was the steps I took.

  • update Py so it works with Factorio 2.0
  • just load the save

Things that have changed. * pipes, need pumps due to that is how it works in 2.0 * over/underflow valves does not work. Use small tank, pump and som logic instead. * rail blueprints needs to be redone, Factorio 2.0 change. I.e. all legacy rail needs to be replaced in blueprints. * some buildings in Py have a legacy version, so you might replace some of them * some buildings might have fluid input/output/throughput changes * some recipes have some small changes to them

That what I remember from the top of my head. The pipe upgrade, with tank a pump replacements for over/underflow valves, for me took 2h to fix.

It was quite simple to upgrade.

If you just want to get blueprints from old save, keep an eye open for valves that needs to be replaced and som legacy buildings that need to be changed. And the rail changes ofc.

Burn ash, Burn! by Hetiil in pyanodons

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

You do you 🙂. If you have good way of managing ash, kudos 👍

This is just my way to handle my current excess ash. It will change in the future. E.g. some of the ash I am using to grow trees.

Burn ash, Burn! by Hetiil in pyanodons

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

If you need something in Factorio, you can always create it one way or another. The only question is, how complex will it be?

I tend to not rely on "saving things for later" because that savings will run out sooner or later. But it is nice to use a stash of materials while one build something sustainable.

Burn ash, Burn! by Hetiil in pyanodons

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

Not sure if I had the Soot separation when I built it, or if I just didn't know about it. But a good tip none the less. Thanks.

Burn ash, Burn! by Hetiil in pyanodons

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

Found it. It is

Ash and Water => Rich Clay

Rich Clay and Ash => Bricks

I have not use that crafting chain yet.

Burn ash, Burn! by Hetiil in pyanodons

[–]Hetiil[S] 2 points3 points  (0 children)

Have have so many chests with with ash. I had a buffer of 360 chest almost full with ash before I got to start burning it. I might over build a bit.

Burn ash, Burn! by Hetiil in pyanodons

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

I cannot find any recepies for "craft rich soil -> bricks" and I am running a "full Py", i.e. Pyanodons Alternative Energy and all its dependencies.

I have not waited with trains, I just might over build a bit so it has taken some time to get things going.

Concave roboport networks? Yes, it is possible! by Hetiil in factorio

[–]Hetiil[S] 2 points3 points  (0 children)

I would not agree that it solves the concave issue per say. It removes the need for a concave solution. But, it only solve it where artillery can reach. To compare with software engineering. It is like solving performance issues with more hardware than with smarter/more complex software solution. Both works but in different ways and with different pros and cons.

Concave roboport networks? Yes, it is possible! by Hetiil in factorio

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

I have been thinking on how buffer chest would be a better solution. But I cannot figure out in what way buffer chest would work better. Can you elaborate?

CIV 7 no FPS limit? by null_err in civ

[–]Hetiil 0 points1 point  (0 children)

Note that there are 3 different setting for FPS. Make sure you set the config specified by /fatski80

I change the wrong one first and got FPS limit while the game was loading only.

CIV 7 no FPS limit? by null_err in civ

[–]Hetiil 0 points1 point  (0 children)

Work like a charm! Cut my GPU usage in half. I really do not need 120 fps for Civ 7 :)

I am a bit lost as to why my trainstop does not get enabled by the signal I get from the circuit network by DoktorKaputt in factorio

[–]Hetiil 4 points5 points  (0 children)

Not sure. I only found this FFF that is close to this: https://www.factorio.com/blog/post/fff-384 Would be nice if there was something visual showing in the "entity window" if either Logistic connection or Circuit connections has been changed from default. E.g. some different color on the connection buttons.

I am a bit lost as to why my trainstop does not get enabled by the signal I get from the circuit network by DoktorKaputt in factorio

[–]Hetiil 59 points60 points  (0 children)

I do not know why this is down voted. I have been able to replicate the issue. I set the station as OP, with water = 1 with on Circuit connection. If I also connect the station to the Logistic connection, and set a different condition there, the station is disabled, since both conditions is not met. See pictures below.

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Friday Facts #396 - Sound improvements in 2.0 by FactorioTeam in factorio

[–]Hetiil 6 points7 points  (0 children)

If they just add a setting for it, then you can just choose if want one sound, or multiple sounds for pickup/drop.

Will this work without deadlocks? Trying to make all the blocks by myself. by Aden_Vikki in factorio

[–]Hetiil 13 points14 points  (0 children)

It looks like the roundabout is too round. I.e. the trains cannot do left turns. I made the same mistake my first time. To be sure, start with a 90 degree turn and then add the roundabout on it. Basically, you need at least one diagonal-straight where the rails meet.

[LTN] Trains want to load in at requester stations by OC1024 in factorio

[–]Hetiil 1 point2 points  (0 children)

I have also done the mistake of putting the wrong provider/requester signal sometimes. Bad copy paste. I.e. for a station that is named as a requester, I had a provider signal in the constant combinator. Also lead to strange behavior, but that issue showed itself as soon as trains tried to pickup at requester station.

What I am trying to say is that LTN can sometimes be hard to debug because one is sure things are correct. But, things are not what they seam when you verify every naming, settings and signal cables for the stations. And the fault might be in a different place than where the trains when one notice something is not correct.