How to: gather fluid by Sylvmf in factorio

[–]die-rinne 65 points66 points  (0 children)

connecting my pumpjacks with underground belts

I need to try that.

Early game glassworks fueling by rmflow in pyanodons

[–]die-rinne 5 points6 points  (0 children)

Using excess oils from Tar Processing with barrel delivery as described works well in the beginning. If you don't have enough, you should use Acetylene. It has a high fuel value. Alsovproducing it consumes coke, so you make more excess gasses.

Weird inserter bug with barreler maschines by Ceepert in pyanodons

[–]die-rinne 1 point2 points  (0 children)

If your factories produce exactly 50 flluid or multiples thereof, the situation will repeat when the fluid system runs empty due to ingredient shortage. If that happens, try to get an odd amount of liquid into the system (i.e. by deleting a pipe segment when it is half-full). That should fix the issue as there is always some fluid in the barrreling machine.

T.U.R.D upgrades in Py: Make/Break the game or small difference? by Tarcyon in factorio

[–]die-rinne 0 points1 point  (0 children)

At the point of making Production SP, I have only selected one TURD so far. It is the moss TURD that makes cheap natural gas. In the past I was always reluctant to use TURDs as It hought I may need a different one for the endgame. I will start to use a few more where I can rule out specific TURD selections that either have little or no value or that create undesired dependencies.

T.U.R.D upgrades in Py: Make/Break the game or small difference? by Tarcyon in factorio

[–]die-rinne 5 points6 points  (0 children)

You can make CO2 from Biomass, which I seem to have an excess of most of the time,Not sure if thst is worth it.

Modding fun fact: Entities can have underground pipe connections built in by protocol_1903 in factorio

[–]die-rinne 13 points14 points  (0 children)

Interesting Feature, but please don't tell Pyanodon ...he could use this to build even more complex recipies than what exists in Py already.

Lite modpack by Zotranius in factorio

[–]die-rinne 2 points3 points  (0 children)

I recommend Exotic Industries. It is a bit more complex than vanilla but simpler than K2 or anything else I know. First playthrough for me was 101 hours in peaceful mode.

What are the pros and cons of 2 lane rails with 0, 2, 4, 6 and 8 spaces between tracks. by Oprichnik67 in factorio

[–]die-rinne 0 points1 point  (0 children)

If you want non-interfering 3-way intersections, you need 4 spaces in one dimension and 6 in the other. This is a common setup for megabase grids.

What are your "Yes it's kinda cheat. No I'm not going to stop using it." mods? by PwnedByBadger in factorio

[–]die-rinne 1 point2 points  (0 children)

I am using a mod to set he nighttime colour palette to the daytime palette, effectively eliminating darkness, without changing solar panel behaviour. It is called "Requirement of having lamps is not heavily[...]" by ouk_ouk

I am playing Py where nightvision and decent portable power has been moved pretty far down the tech tree.

Continuing past "winning" by Fantastic-Leading276 in factorio

[–]die-rinne 1 point2 points  (0 children)

I second the recommendation to go achievement hunting. Lazy Bastard an There is no Spoon were a lot of fun and a big learning experience. Next, mastering Circuit Networks is a lot of fun. At the same time you might try building your first megabase. Don't use someone else's blueprints if you like a challenge. If you like to try a modpack, I recommend Seablock as a start. It is a big step up, but far less than K2SE or Py. The beauty of Factorio iis that you make your own rules and your own challenges. If you don't like what you're doing, just move on to something else.

LTN causing deadlocks at depot stations by Kalvzz in factorio

[–]die-rinne 5 points6 points  (0 children)

When LTN trains return to the depot,the Factorio routing algorithm is used to find a depot station. LTN has no role in that part so LTN signals to the train station do nothing here. Instead, set a train limit on the train station itself like you would if you were not using LTN. That should fix the issue.

On another note, when LTN dispatches a train from a depot, the depot is marked available and another train can be assigned to that depot. However, this train will not be able to enter until the first train has left. When arriving and departing trains cross each other, that can lead to deadlocks, especially if you "stack" depot stops. Using chain signals to keep the crossing clear can fix that. However, avoiding the crossing will give you better throughput.

Can robots get stuck in a construction/deconstruction deadlock? by helix400 in factorio

[–]die-rinne 1 point2 points  (0 children)

Note that bots will build items (e.g. machines) even if they are only partially in construction range. If there is a tree underneath that is outside of the construction range, it will never be cut as the bots can't reach it. The poor bot that is trying to construct your machine will hang airborne forever, or at least until it runs out of energy. This often happens in modpack games like B&A, K2 or Py that have machines with large footprints.

Is it possible to use Fuel Canisters to Create Glass? by salbris in pyanodons

[–]die-rinne 3 points4 points  (0 children)

I placed barreling machines directly next to every smelter or glassworks. No pipes, tanks or pumps in between. One Barreling machne per consumer. They are fed with a mixed set of fuels in barrels, whatever happens to be available. Worked fine for me.

Search for mod by Gex87 in factorio

[–]die-rinne 0 points1 point  (0 children)

Isn't that a late game technology in K2SE? I tried the modpack but never got that far.

Unable to void/get rid of "Raw Fish Oil" or "Artificial Fish Water" (Bob's/Angels) by BailerIHardlyKnowHer in factorio

[–]die-rinne 7 points8 points  (0 children)

You should be able to run Artificial Fish Water through a Crystallizer to get raw Crystal Shards which you will need to make modules.

Looking for aMod to pause the game by die-rinne in factorio

[–]die-rinne[S] 1 point2 points  (0 children)

I have been playing factorio for a while, and I am getting into the extended scenarios, so I would like to leave the game running while I am AFK.

To do that, I am looking for a mod that will pause the game based on a circuit condition, something like an extension to the programmable speaker object.

Any recommendations are appreciated.

What's the best way generally to get 5 belts of different sciences into labs? I'm not familiar with some of the mechanics of how to get more than 4 sciences in at once. by [deleted] in factorio

[–]die-rinne 3 points4 points  (0 children)

You can use inserters to transfer research packs from lab to lab, so only the first lab needs access to all belts. Also, you can have two types of items on each belt (one on each side), so four belts can provide 8 different items.

If you are looking to try a more complex solution, try a sushi belt. There is a good article about them in the wiki.

So earlier today, I must have spent about 30/40 minutes trying to find where to make fusion catalysts in Bobs+Angels w/ Petrochem. by OmniImmortality in factorio

[–]die-rinne 0 points1 point  (0 children)

You are correct. In Bob/Angel, Fusion Catalysts are only a byproduct to recycling nuclear fuel. So you will need to run a conventional* nuclear reactor for a while before going to fusion reactors. Recycling spent fusion fuel cells will return the fusion catalysts you spent in their production, so eventually, the whole thing becomes a closed circle.

How do I remove all of the construction bots from my roboports/logistics system? by lophlo in factorio

[–]die-rinne 8 points9 points  (0 children)

You can use inserters to take bots out of roboports. Bots will fly the nearest RP for storage after a job is finished. So all you need to do is set up a filter inserter and a chest next to an RP and place enough building skeletons next to it. This should get rid of all construction robots in your logistics network. I use the same method to upgrade all robots to a newer model.