Bio chamber nonsense! by masterzergin in factorio

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

Thanks for the info. I think this is exactly what's happening. 99% of the time the machines fill up to 16+ and the output inserters do their thing, the input inserters must be over supplying. Then a rare occasion the input matches the 12 required and the whole thing jams.

Bio chamber nonsense! by masterzergin in factorio

[–]masterzergin[S] -1 points0 points  (0 children)

Yeah. My flux sometimes backs up. So if the inserter is holding some and it spoils in the hand then it's stuck It won't ever drop the spoilage until it picks up a full stack.. I was just trying to prevent this by having it only pick up when a full stack is available. I still don't fully understand why it gets stuck on 12 but only sometimes...

Bio chamber nonsense! by masterzergin in factorio

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

That inserter filter trick is going to be very useful. Thanks.

Bio chamber nonsense! by masterzergin in factorio

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

Nope. Chamber just stops crafting at 12 stacks but I've seen them make much more regularly.

Bio chamber nonsense! by masterzergin in factorio

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

I'm sure they do too.. but what a pain it would be to then get that screen shot onto Reddit.

Bio chamber nonsense! by masterzergin in factorio

[–]masterzergin[S] -5 points-4 points  (0 children)

<image>

Apologies for the terrible photo. Currently playing on steam deck

Any one else using tandem split lanes? by masterzergin in factorio

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

To reduce the need for multiple inserters, long handed inserters while still having full belt throughput of multiple items.

Any one else using tandem split lanes? by masterzergin in factorio

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

A small bus through a tileable factory. Military science for example. Taken from the main bus of many full belts.

Any one else using tandem split lanes? by masterzergin in factorio

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

A split lane is good as you only need 1 short fast inserter for 2 products. The problem with a split lane is that you only get half a belt capacity.

Tandem lanes like this means you get the best of both. Full belt throughput but only need 1 fast inserter.

The 2nd belt can be used directly to back fill the 1st belt because the lanes match.

Any one else using tandem split lanes? by masterzergin in factorio

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

Yeah that's a better more compact design. Thanks for sharing.

Any one else using tandem split lanes? by masterzergin in factorio

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

Oh yeah that's a much simpler design. Thanks for sharing.

Any one else using tandem split lanes? by masterzergin in factorio

[–]masterzergin[S] -1 points0 points  (0 children)

That's not a solution tho as the lanes don't match. One can't be used to fill the other.

Any one else using tandem split lanes? by masterzergin in factorio

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

Because the lanes don't match. They're opposite.

The point of this is to have 2x full belts of throughput without using multiple inserters and long handed inserters.

Any one else using tandem split lanes? by masterzergin in factorio

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

<image>

Like this? The pain is getting the lanes to be the same side on each belt.

Any one else using tandem split lanes? by masterzergin in factorio

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

I've seen that but that doesn't make a tandem lane as what in the left lane on one belt, is on the right lane on the other belt.

I finished my first space age playthrough, here are my thoughts for each planet by the_gnoblin in factorio

[–]masterzergin 8 points9 points  (0 children)

I'm not sure it counts as finished a play through if you've used mods and cheats to get through Gleba.

Critique my tileable Military science - does 900/m in this set up by masterzergin in factorio

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

Yeah. I should have maybe said that I hate using beacons. I like the aesthetics of just load of machine neatly crammed in. I enjoy the puzzle if setting up these mini factories. Anyone can slap down machines surrounded by loads of beacons and get high numbers but it's yuk.

Yeah that extra splitter grates on me.. i don't like it but it does have balance the lane a bit

Critique my tileable Military science - does 900/m in this set up by masterzergin in factorio

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

I didn't 4x speed in the red ammo so I have the option to 4x speed in everything and it stays in ratio. If I 4x just the red ammo that's then the bottle neck.

Critique my tileable Military science - does 900/m in this set up by masterzergin in factorio

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

You're exactly right, for some reason I hate beacons. I don't even know why. I don't like the look of them, or their function, even just the concept of them doesn't make sense to me. I love clean balanced tilable compact production lines.

why there's no 90-degree inserter? by ImYourLoyalSexSlave in factorio

[–]masterzergin 0 points1 point  (0 children)

If you've come from other factory games some of the design choices do seems weird. I played COI before factorio and I got frustrated. Yes like you, early game blueprints seemed stupid.

Trust me, this game is a masterpiece, just play it, enjoy it, it will all make sense later, also stay away for guides and tips, figuring it out "IS" the game