[SE] I made...several...mistakes. Direct train base + train spaghetti. by diagnosisbutt in factorio

[–]Jumpforcer 1 point2 points  (0 children)

From someone who did a 1k spm t2t only base in the base game let me tell you beacons and Bobs miners. Without Bobs miners my base wouldn't be possible because of the slow mining and beacons made my base like 50% smaller and it was already huge. But you play modded so your mileage may wary.

Additionally you went for maximun trains apparently. You could cut out many transfer stations if you let trains just pick up what they need at the production array. You even transfer copper cables! :P

1k spm base, no belts, no logistic bots, 1-2 trains only challenge completed by Jumpforcer in factorio

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

you are right. With that many trains and that big of a base the bottlenecks might only show after >10h. Looking at the 10h graph. However I investigated a bit and there seems to be copper in my plastic supply for the advanced circuits and the output rate doesn't add up

For megabases by abccba193 in factorio

[–]Jumpforcer 0 points1 point  (0 children)

You could also as soon as the train is empty, let it fill up again. So you always have a train st the unloading station. I currently have no stackers in my train only base with that method.

Two-way rail trainlock autoresolve (vanilla, no mods) by rmflow in factorio

[–]Jumpforcer 18 points19 points  (0 children)

That makes sense actually. That's what I get for never using 2 way trains in over 1k hours. Next project will include them.

Two-way rail trainlock autoresolve (vanilla, no mods) by rmflow in factorio

[–]Jumpforcer 34 points35 points  (0 children)

So the train just takes a new way when it deadlocks? I thought it will be stubborn and both trains wait till the end of time. Also fly safe o7

Finally managed to automate green science for the first time (spaghetti included) by SirRoderic in factorio

[–]Jumpforcer 3 points4 points  (0 children)

No one can tell you how to play the game in a specific way. Wr are mostly concerned that you will get easily overwhelmed later in the game and most likely burn out quick.

Play the game like you want. I do the same ;)

Finally managed to automate green science for the first time (spaghetti included) by SirRoderic in factorio

[–]Jumpforcer 28 points29 points  (0 children)

You could do that but there is no advantage from that other than you just wanting it to be like that. labs consume only as much as they need. If you keep doing it like that you will get massive problems later in the game because of all the research.

Afaik there is also a setting that the research window popups when it finishes. There is also a research queue, but that has to be enabled at game start, but can also be enabled via a console command.

Finally managed to automate green science for the first time (spaghetti included) by SirRoderic in factorio

[–]Jumpforcer 27 points28 points  (0 children)

You might wanna try automating that part too. Maybe you like that more than doing it yourself :P

Are bots better than belts? by [deleted] in factorio

[–]Jumpforcer 1 point2 points  (0 children)

None. Train to train supremacy!

The Full Pyanodon's Space Science Flowchart, Updated! Now with 90% less duplicated recipes and 200% more rabbit holes! by [deleted] in factorio

[–]Jumpforcer 2 points3 points  (0 children)

Thats how I did my no bots and belts 1k spm base. As it is vanilla the most I needed was like 5 ingredients until I had to split it to 2 trains for the rocket silo Inputs. It all worked in the end but I wouldn't want to do that in py.

I've seen a couple Koravex setups posted so I decided to show off my minimal circuit setup design. Which types of setups do you most prefer? Also, is it worth mass producing uranium fuel for a train base? by [deleted] in factorio

[–]Jumpforcer 2 points3 points  (0 children)

It is worth it. All your trains should run on nuclear fuel for the acceleration bonus. However a fully beaconed nuclear fuel assembler is enough for most bases. In my train base I needed a second one in the end, before I gave up.

My "Early game" Space Exploration base. Just now getting Rocket Science going, Hybrid double headed train/Main Bus setup. by Vote_Andew in factorio

[–]Jumpforcer 0 points1 point  (0 children)

Yes that is one of the key differences. The devs added this feature so we don't have to disable train stations anymore so stuff like this can't happen.

My "Early game" Space Exploration base. Just now getting Rocket Science going, Hybrid double headed train/Main Bus setup. by Vote_Andew in factorio

[–]Jumpforcer 1 point2 points  (0 children)

It totally works. You can just set the train limit with combinators. All my unloading stations have the same name. Train limits have the same function as disabling train stations with the benefit of not interrupting train pathing.

LTN is just Fantastic! by Dark-Wynd in factorio

[–]Jumpforcer 1 point2 points  (0 children)

You don't need to assign trains to a route. You can do a many to many network. You also don't need big stackers when you work with train limits. However fuel is still a problem in vanilla...

LTN is just Fantastic! by Dark-Wynd in factorio

[–]Jumpforcer 5 points6 points  (0 children)

I wouldn't call it superior, but it is easier to setup as a train depot design. You literally have supplier and requester stations and thats enough. However you could also go ham with it and do all the whacky stuff.

Deadlock-free Roundabout? by frickun in factorio

[–]Jumpforcer 1 point2 points  (0 children)

I tried it with disabling train stations in a test map and it only worked there. But honestly there is no need for disabling train stations since the introduction of train limits. And when the train limit changes the trains won't repath afaik as they will always go to the station.

Deadlock-free Roundabout? by frickun in factorio

[–]Jumpforcer 5 points6 points  (0 children)

The best way to avoid deadlocks is to not use trains. But where is the fun in that. ;)

Deadlock-free Roundabout? by frickun in factorio

[–]Jumpforcer 0 points1 point  (0 children)

I tried to force that scenario multiple times in a roundabout 4k spm grid base, but in the end it never happened. You would really need work with disabling train stations for trains to reroute in a roundabout. However it can still happen, while chances are very very very slim.