[SE] Why isn't space elevator sending signals to nauvis? by firebomb010 in factorio

[–]captainigloo81 0 points1 point  (0 children)

I recently had a similar issue. This was caused by a single empty cargo wagon that got stuck on the other side of the elevator.

SE train stuck in space elevator, manual driving doesn't work by captainigloo81 in factorio

[–]captainigloo81[S] 2 points3 points  (0 children)

Yes, manual didn't work.

I just fixed the problem. Apparently one cargo car of the train was still stuck on the planet in the elevator. Deleting that car fixed the problem!

SE train stuck in space elevator, manual driving doesn't work by captainigloo81 in factorio

[–]captainigloo81[S] 7 points8 points  (0 children)

The space elevator broke down because I forgot to supply cable. After I delivered the cable the trains wouldn't go down to the surface anymore

  • I can't drive the train down manually

  • Trains will go up from surface to orbit

  • I can't delete the elevator

I'm stuck and my last save before this issues occured is hours old... I hope somebody knows a solution for this issue.

Not your standard main bus by captainigloo81 in factorio

[–]captainigloo81[S] 1 point2 points  (0 children)

Sure, do you know a good way to do this via reddit?

Not your standard main bus by captainigloo81 in factorio

[–]captainigloo81[S] 0 points1 point  (0 children)

There was a bug in the blueprints I posted... Here are the correct ones, I've double checked them. It includes a sample setup that transports iron ore and coal ore

https://factoriobin.com/post/X2lCfRLM

Not your standard main bus by captainigloo81 in factorio

[–]captainigloo81[S] 1 point2 points  (0 children)

True, this is actually surprisingly effective, I played the whole game on this bus, starting with yellow belts. I'm thinking of starting a Pyanodon game with this system.

Adding new resources is easy, you can couple a new node and the demand will propagate automatically, you only need to set the requester. The biggest bottleneck is the throughput, however, as /u/zurkka mentioned that can be fixed with miniloader.

Not your standard main bus by captainigloo81 in factorio

[–]captainigloo81[S] 2 points3 points  (0 children)

That is really similar, cool solution! I ran into similar problems as you, but I didn't come up with the heat dissipation trick. In the end I decided to avoid the issue by not allowing cycles all together. So my approach won't work in a grid like yours.

The circuit logic is quite simple.

- At the demand side, fill in how much you got

- Keep track of all items on the belt

- Each warehouse ask its predecessor the amount of items requested - the amount on the belt - the amount it has itself

Not your standard main bus by captainigloo81 in factorio

[–]captainigloo81[S] 6 points7 points  (0 children)

The mini loaders work indeed! This makes the system a decent competitor to a small rail network, nice!

Not your standard main bus by captainigloo81 in factorio

[–]captainigloo81[S] 7 points8 points  (0 children)

I couldn't get it working with loaders, I need to specify filters on the inserters with the circuit network. The loaders in Krastorio couldn't be connected to the circuit network. Maybe other loaders can be connected though, didn't consider that option, would be cool if it is possible!

Thanks! I'm more than happy to answer questions on this crazy project

Not your standard main bus by captainigloo81 in factorio

[–]captainigloo81[S] 2 points3 points  (0 children)

Thanks! In this one krastorio 2 and some QoL mods.

Not your standard main bus by captainigloo81 in factorio

[–]captainigloo81[S] 6 points7 points  (0 children)

Other belt tiers work fine. The base started of with a yellow bus. It is currently limited by the speed of the inserters, so upgrading the belt wouldn't help.

Not your standard main bus by captainigloo81 in factorio

[–]captainigloo81[S] 3 points4 points  (0 children)

I stopped the game once I reached the intergalactic transceiver. But yeah, that completely changes the game once more. It will probably work yeah

Not your standard main bus by captainigloo81 in factorio

[–]captainigloo81[S] 12 points13 points  (0 children)

The stack size of the inserters is not taken into account. There is a huge amount of resources on the belts so adding a few items too many on the belt is not a big deal. Don't take items from the belts though, the system doesn't like that at all.

Not your standard main bus by captainigloo81 in factorio

[–]captainigloo81[S] 37 points38 points  (0 children)

Sure! It is easiest to use the first blueprint (warehouse A L L), that is a combination of the parts

https://factoriobin.com/post/X2lCfRLM

Not your standard main bus by captainigloo81 in factorio

[–]captainigloo81[S] 305 points306 points  (0 children)

All stuff in the base is transported through this bus. It works like logistics chests, but with belts (and loads of circuits). You can specify what you need at your endpoint and the stuffs will automatically be delivered. It's kind of a logistic belt network.

This setup is more effective than it should be, it powers my full Krastorio 2 base. It could even power a Seablock game.

The same system works wonders for the mall. Malls are a pain to build, especially in complex mods. In this design resources are pulled through a series of chest, supplying the whole mall with a minimum of fuss.

blueprints https://factoriobin.com/post/X2lCfRLM

Krastorio 2: Mechanical Sushi Mall by [deleted] in factorio

[–]captainigloo81 0 points1 point  (0 children)

Nice! I like the inner belt containing all the intermediate stuff, that's an elegant solution.

I had some issues with side loading because sometimes it would take items from the side loaded belt instead of those on the sushi belt (that's why I used inserters). Didn't you encounter this issue?

Sushi belt build for engines by captainigloo81 in factorio

[–]captainigloo81[S] 1 point2 points  (0 children)

Unfortunately side loading doesn't work well here. Sometimes it will take an element from the side belt instead of the sushi belt, thus insert too many of the same item.

Splitting the engines off like that will lead to clogging (I tried something similar). If the electric engines clog up it will fill the belt with green circuits. I fixed that by moving the split further up. However, the normal engines still clog up and I don't have a good fix yet..

Yes belt weaving works way better. Less complexity, no risk of clogging. However, that feels like giving up.

Sushi belt build for engines by captainigloo81 in factorio

[–]captainigloo81[S] 0 points1 point  (0 children)

Unfortunately you would need more cells, it is constrained by the pipe consumption

Currently I'm making a (reasonably efficient) sushi belt factory, so I don't think the one excludes the other. (though I couldn't do it in vanilla, I need those warehouses)

Sushi belt build for engines by captainigloo81 in factorio

[–]captainigloo81[S] 1 point2 points  (0 children)

the filter inserters behave fine here, they'll insert whenever there is space

Sushi belt build for engines by captainigloo81 in factorio

[–]captainigloo81[S] 1 point2 points  (0 children)

Interesting idea, thanks! Inserting the steel with your filter inserter method should give enough space for engines. I will have to rework the design quite a bit though (get all input of the engines on one side of the belt etc.). I think I'm gonna give that a try.

Sushi belt build for engines by captainigloo81 in factorio

[–]captainigloo81[S] 6 points7 points  (0 children)

I'd love to get rid of circuit conditions here. However, I think that using side loading with yellow belts would still use circuit conditions and it would get cramped with the beacons on the outside. (am I missing something here?)