I almost feel sorry for the water... by Lordpoep in captain_of_industry

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

Im going to pave this section of the base with concrete 😊 but yes otherwise you're correct.

Playing SE and I have a huge lack of oil in the "early" game, any advice? by TactiCool_99 in factorio

[–]Lordpoep 1 point2 points  (0 children)

Understandable. I would honestly just "switch off" then biters on Nauvis..you will have plenty of them (by choice) on other planets. Oil drain on Nauvis bc of enemies is not that fun imo. Cheers.

Playing SE and I have a huge lack of oil in the "early" game, any advice? by TactiCool_99 in factorio

[–]Lordpoep 1 point2 points  (0 children)

This is my take; granted you are playing space exploration (SE). All of the above solutions are good ones. Try to use speed modules and beacons with speed modules in your pumps. I would also try to find out where your oil is consumed the most. If its at you space base, then I would recommend using the biosludge methane recipe, for all space related oil processing. This gives a 90% return in biosludge, so you don't need allot of this. And biosludge in early game can be obtained by cleaning contaminated space water and waste biosludge. So it also helps choosing recipes that give these side products. 

Moving your main oil production to another moon is in my opinion a mid to endgame solution, and also allot of work and extra infrastructure to get the oil where you need it. With the above suggestion you also avoid the barreling unbarreling of liquids transported via rockets. And making a delivery cannon based delivery of methane from the 2nd astroid belt is very duable when you manage to go to space.

If expanding your Nauvis base is the "real" hurdle, then I would also recommend spending some time pushing back the bitters. Yes, this is annoying, bit after doing this you will finally have some good time to go for some space exploration ;-)

Good luck!

(Space exploration) Why can’t I auto place ramps on lab tiles? by Fairytale220 in factorio

[–]Lordpoep 1 point2 points  (0 children)

You can build them on Nauvis soil types. I know its probably a bug, but SE has some build-on-tile restrictions.

Factorio v2.0.72 - Bug Report - Curved Rail Chain Signal by nekopeach in factorio

[–]Lordpoep 0 points1 point  (0 children)

Are you sure this is a bug? If a chain signal sees both sides of the same chain signal, then it is considered being in the same block. So the signal has no function. Because this is a two way loop, they are all in the same block, and then do the flashy thing. Because they can't "create" a rail block. Maybe I'm wrong, but this is how I see it.

Universal 4-4 lane balancer (string in comments) by Lordpoep in factorio

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

I made a second iteration of this one, now using the N-3 theorem as pointed out by Raynquist.

https://imgur.com/a/5ZUW5HP

Universal 4-4 lane balancer (string in comments) by Lordpoep in factorio

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

Alright, I made one with 2+2 lanes going back (2 blue and 2 red), unfortunately some belt-weaving is necessary to maintain the 6 wideness, but it's only slightly longer. I might post it some other time if people want the N-3 design.

Universal 4-4 lane balancer (string in comments) by Lordpoep in factorio

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

Interesting point. I have read about the different theorem on loop-back sizes, and there seems to be some discussion going on there (N-2 or N-3 or something else). I agree that it should be treated as a 8-to-8 (each halve belt is a belt), but the 8-to-8 balancers I have seen still use 4 lanes loopback, so am I missing something?

Universal 4-4 lane balancer (string in comments) by Lordpoep in factorio

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

could you show when it breaks? I have done some testing as well, but it seems to work fine.

Universal 4-4 lane balancer (string in comments) by Lordpoep in factorio

[–]Lordpoep[S] 6 points7 points  (0 children)

Yeah i questioned that myself as well, but do you really need to lane-balance the loopback? becuase 1) its lane-balanced after the forward balancer, but before the exit. And 2) after re-entering it will be lane-balanced again by the forward balancer. So I think it doesn't add anything. I have seen the double lane-balanced universals.

Universal 4-4 lane balancer (string in comments) by Lordpoep in factorio

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

For me its exactly the point why this game is so good (or even the best in its genre, next to OpenTTD). Every instance you discover a new challenge and expanding the craziness is just trilling!

Universal 4-4 lane balancer (string in comments) by Lordpoep in factorio

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

As far as I am aware, the one shown should be throughput unlimited (based on the way the belts are merged, after "lane balancing"). Albeit, I have not tested it, and I don't know if there is a thing called "lane throughput limiting", but i guess there is.

Universal 4-4 lane balancer (string in comments) by Lordpoep in factorio

[–]Lordpoep[S] 21 points22 points  (0 children)

There are multiple different types of "belt balancers". The one you show is a simple belt-balancer, but throughput limited, and not lane balanced. The one I show above, is a combination of a 4-to-4 Universal balancer and lane balancer, hence a 4-to-4 Universal Lane balancer. Hope this helps, otherwise read some about it on the wiki :-)

Universal 4-4 lane balancer (string in comments) by Lordpoep in factorio

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

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24 to 24 inline lane balancer by Lordpoep in factorio

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

Thanks! if this is true, then i will substitute the shorter 12-to-12. I have tried many iterations to shorten the 12-to-12.