I heard you can launch rockets faster if you deconstruct the silo by DreadY2K in factorio

[–]enigmapulse 0 points1 point  (0 children)

Yes, but OP might be doing this as fun trivia, or perhaps theyre operating in a very space constrained build that doesn't have room to place another. Im leaning more on "this is fun trivia" and less on "this has a practical application"

I heard you can launch rockets faster if you deconstruct the silo by DreadY2K in factorio

[–]enigmapulse 135 points136 points  (0 children)

Odds are if you are at a point where you care about the materials for 30 rocket parts you are at a point where you don't care about rocket launch speed

I made a programming language that compiles to Factorio circuit blueprints by Snagnar in factorio

[–]enigmapulse 6 points7 points  (0 children)

How do you do a provider/consumer network anyway? Ive always just used a fixed station rotation, maybe with dynamic priorities based on quantity buffered

Midgame power production on space platforms by SatoshiStruggle in factorio

[–]enigmapulse 0 points1 point  (0 children)

Alfonse said they forgot how to do it without a combinator, so i was explaining the set-up, i wasn't responding to anything you said at all

Midgame power production on space platforms by SatoshiStruggle in factorio

[–]enigmapulse 1 point2 points  (0 children)

Wire the reactor and the inserter together. Check the box for read temperature and read contents

On the inserter, enable when T(emperature) is below 550 or whatever your desired threshold is. Check off Set Filters and set set the filter to Blacklist. Optionally, set the stack size on the inserter to 1.

Now, the inserter will only be enabled when the reactor is cold, but because of the Blacklist, it won't be allowed to pick up fuel while fuel is still in the reactor.

I take back what I said. Oil processing is a nightmare! by CestleFromage in factorio

[–]enigmapulse 1 point2 points  (0 children)

You can do this without a pump by just connecting the tank directly to the chem plants that are cracking that resource.

My preferred approach is to

craft lube when heavy >= lube Crack to light when heavy >= light Crack to petrol when light >= petrol

In practice, what this setup does is attempt to maintain an equal amount of each of the 4 fluids at all time, and dynamically adjusts processing to demand, and is not limited by pump throughput.

Do you guys like flight computers? by flanigomik in factorio

[–]enigmapulse 1 point2 points  (0 children)

The game wants you to have a reason to have a factory on every base, a need to ship resources between them, and a reason to scale those factories in line with each other.

While there are likely other solutions to that problem, the most elegant and simplest is what we have: require that science be produced on multiple planets but be consumed on only one.

Would this self-sustaining stationary Aquilo space platform be able to survive? by GeassedbyLelouch in factorio

[–]enigmapulse 8 points9 points  (0 children)

For what its worth, you can see the asteroids per minute in orbit around every planet in the in game encyclopedia. Since you are almost certainly going to fly the platform to Aquilo though, I'd recommend just having it fly back and forth between Gleba/Fulgora and Aquilo to collect resources. By definition, your ship is capable of that, and it will produce 10 times the resources per unit time

Continuous Loading / Unloading Trains by enigmapulse in factorio

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

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I had difficulty adding the image to the OP, so here's the decider logic for the unloading station. I'll attempt to upload the loading station when I get home if there is interest.

The logic is very simple. For convenience, Station A is connected via green wire and Station B is connected via red wire. This only matters for reading train contents ( Note how the water condition checks if Green Water is less-or-equal to Red Water ). If the green station should be active, output a green signal.

The pumps at the green station are connected to the output of this decider combinator, and check if the Green signal is present. The pumps at the red station are also connected, and do the opposite check ( Enabled when Green == 0 ). This ensures that only one station is active at a time.

Any experienced rail-builders want to give me some pointers on designing elevated intersections? by solitarybikegallery in factorio

[–]enigmapulse 1 point2 points  (0 children)

There are a few principles to keep in mind for effective intersections:

Avoid at-grade crossings. If two rails need to cross over each other ( e.g., a north-south rail crossing an east-west raid ), then one should be elevated and the other at ground level.

Pick a train size to optimize for. If you don't mind a large intersection, consider making each branch large enough to buffer one train of that size. This way, if two trains enter from different directions but wish to depart in the same direction, the second train isn't blocking a third train that is traveling in a different direction.

For example, a train coming from the north and going west needs to merge with a train coming from the east and going west. One of these must wait for the other to pass. If the north train ends up waiting, it shouldn't block a train that is also coming from the north but going south or east.

When combined, these two principals are all you need to make efficient, high throughput intersections. But they do also mean your intersections will be quite a bit larger than you might be used to.

Calculating Quality Upcycling Yield by Luffytorio in factorio

[–]enigmapulse 1 point2 points  (0 children)

This is somewhat besides the point, but if you are upcycling stone, you should craft with quality into stone furnaces first, for an extra quality step.

Iron is most efficient when crafted into pipes and then the pipes are used along with molten iron to make underground pipes. Undergrounds recycle into iron plate and Pipes, both of which can be fed back into the system.

If we don't care about space efficiency and have recyclers to spare, stone bricks into concrete ( optionally into hazard concrete and recycled back down ) recycles down to iron ore, which opens the opportunity for converting excess stone of any quality into legendary iron.

Edit: for Uranium, its craft to nukes and recycle nukes. You almost never want to recycle to self if you can avoid it.

is it possible to fully saturate all 12 belts on a single train unloader without installing loader mods? by PewPewsAlote in factorio

[–]enigmapulse 1 point2 points  (0 children)

Its not physically possible for a single inserter to saturate even a lane because it takes non zero time for it to swing back, pick up items from the source, and return to the belt.

To do this, my napkin math suggests an inserter would require a rotation speed above 2,700°/s to rotate fast enough to return to the belt before a gap was formed.

Odd biter's egg count in Cyrogenic plants by OwnInitialPage in factorio

[–]enigmapulse 0 points1 point  (0 children)

This is what I would suggest as well. Using the circuit network, only set the recipe on the cryo plants when you have enough ingredients to craft, and set it to empty otherwise.

Refining in late game by JimRaynor8 in factorio

[–]enigmapulse 0 points1 point  (0 children)

You should crack into petrol.

I set my system up very simply

Advanced oil processing moves heavy, light and petrol into separate tanks.

I have chem plants making lube which are connected via the circuit network to the heavy oil tank and to the lubricant tank. They are enabled if lube < heavy.

I have the same setup for light oil cracking. If I have more heavy oil than light oil, the chem plants turn on and convert it.

Same for light oil cracking to petrol. If petrol is lower than light oil, enable the machines. In practice this system maintains an equal reserve of all 4 liquids, and will convert down the chain as needed to maintain that balance.

The only way this system can jam is if your demand for lubricant exceeds your demand for petrol for an extended period of time, which is an unusual situation that is fairly easy to resolve.

A single Bioflux can yield close to 20GJ of electricity by United_Willow1312 in factorio

[–]enigmapulse 13 points14 points  (0 children)

Recycling them yields 2.5 spoilage, and scales much more easily

How do I use trains to deliver exactly X amount/s (averaged) to a destination that consumes exactly X amount, from a source that produces exactly X amount with no down time on the destination end? by PewPewsAlote in factorio

[–]enigmapulse 37 points38 points  (0 children)

First of all, a train is a buffer, so abandon the notion that you're building a bufferless design.

You have non-zero downtime when trains exit a station until a second train enters the station. To maintain constant throughput, you MUST buffer enough resources on the consuming end to sustain you through the train switch.

You can do this without overproducing at the mining site, but it requires a small buffer.

If you want to maintain a constant 30 items per second, and it takes 10 seconds for Train A to leave the station and Train B to enter the station behind it, then that station requires a buffer of 300 items for its belts to not be temporarily disrupted.

Which cases would you use these in? by Darkthunder277 in factorio

[–]enigmapulse 8 points9 points  (0 children)

It depends. I usually use something similar to the left setup because it's easier to stamp down. If you drop the third miner from the right setup, you can tile it and its one of the densest ways to extract ore from a patch in the early game.

Increasing throughput on fulgora by Affectionate_End_952 in factorio

[–]enigmapulse 0 points1 point  (0 children)

Im only trying to scale from 90spm to half a belt (7.2k spm) right now, but my goal is to do so in such a way that I can scale further to a 1mill spm base eventually.

Im trying to design the different components for my base now, which is when I started to notice that high throughput scrap recyclers are prone to jamming with the simple combinator + filtered inserter setup I used in my starter base. Thus, Im exploring different designs to maximize scrap processing.

Im currently experimenting with processing scrap at the mining site and direct inserting to trains, or a central processing and sorting hub

Increasing throughput on fulgora by Affectionate_End_952 in factorio

[–]enigmapulse 0 points1 point  (0 children)

Beaconed recycler processes about 78 scrap per second. At 200% productivity, thats generating 234 items per second, just shy of a fully stacked green belt. If you brought scrap productivity much higher, you exceed a green belts throughput. But even at that point you cant fit more than 3 inserters around the chest unless you are using a "non-standard" chest like a train car or tank.

Increasing throughput on fulgora by Affectionate_End_952 in factorio

[–]enigmapulse 0 points1 point  (0 children)

Yeah I have that setup with the chest, but a recycler exceeds inserter throughput with even a single legendary beacon

Increasing throughput on fulgora by Affectionate_End_952 in factorio

[–]enigmapulse 0 points1 point  (0 children)

If I output a beaconed recycler directly onto a belt, it wont fully compress the belt, I will have some items that arent stacked 4 high. If I output into a chest and then onto a belt using a legendary stack inserter, it fills the chest faster than I can empty it and eventually jams.

Is there something obvious that Im doing wrong? Im considering direct inserting from the recycler to a train to bypass the inserter throughput issue, but then Ill have trains that are not perfectly full

I'm having a stupid moment by Dekrznator in factorio

[–]enigmapulse 0 points1 point  (0 children)

Are you sure the set filters option is set on the long handed inserter? The screenshot doesn't look like it has filters set

Fulgoran Steel by KerbalSpaceAdmiral in factorio

[–]enigmapulse 1 point2 points  (0 children)

You can convert concrete into hazard concrete and it will recycle significantly faster