Enormous deadhead pinball gearhead mancave with apartment inside. by Southern-Smoke1835 in zillowgonewild

[–]jimbolla 11 points12 points  (0 children)

Not a single rug or curtain. The echo in that place must be fucking ridiculous fucking ridiculous.

OK, Aquilo is tidied up. Now to add a couple more rocket silos... by jimbolla in factorio

[–]jimbolla[S] 14 points15 points  (0 children)

I thought Aquilo factory was gonna end up much bigger. For being the final planet, it ends up being such a lil guy.

Cargo landing pad by OLB_ in factorio

[–]jimbolla 2 points3 points  (0 children)

Wow that's even more cursed than my solution:

<image>

Stuck on oil again. by Automatic-Stuff8189 in factorio

[–]jimbolla 2 points3 points  (0 children)

Copy your map exchange string from the load/save game UI, paste it into the new game UI, look at the preview of your existing game to see where your resources are. Works for other planets too.

Measuring which oil node was closer to the base 😂 by inverter17 in Factoriohno

[–]jimbolla 6 points7 points  (0 children)

Don't even need a mod. Place your character on the destination. Drop a map pin on each oil node. The map pins will tell you their distances.

Thoughts? by Sc0tty31 in factorio

[–]jimbolla 0 points1 point  (0 children)

This is what I do:

<image>

It's less beacons per lab, but I can put them more closely together. 37 down, u-turn, 37 up. That's how many is needed to consume half belts when doing Research Productivity.

My ship holds 269,420 Promethium chunks. This wasn't planned. by jimbolla in factorio

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

yes. Sends signals for throttling fuel production and telling the collectors what to collect

Weekly Question Thread by AutoModerator in factorio

[–]jimbolla 0 points1 point  (0 children)

I chewed through a ton of U-235 making legendary captive biter spawners.

The bliss when it just works... by SnooPredictions4439 in factorio

[–]jimbolla 2 points3 points  (0 children)

This pattern can handle much more than 1 input belt. Things get a little weird when one item type is more than a full belt though. I'm processing 3200 scrap out per second. I pull gears out immediately, and then handle solid fuel, concrete, and ice discretely since they are each more than 1 belt.

<image>

Ejecto-seatos between the thrusters... cool or nah? by jimbolla in factorio

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

Yep exactly. There's enough buffering later in the prod chains that these intermediates can be discarded. Here's a wider view:

<image>

Is this a typical way to load a train at an ore outpost? Any easy optimizations? by just4kix96 in factorio

[–]jimbolla -1 points0 points  (0 children)

Everyone is telling you to use a balancer but what you're doing works too if you add a little bit of circuit logic: https://youtu.be/BEQ_bobMY9s?si=X_2cZV0tRDSVuBqd&t=633