![]() Basically the idea here is that all my iron ore mines can send their products to one city block where they're built up and stored in a series of typical train loading stations. Resource centralization was my big idea, and I still think it works in theory, but the practice. Because there's so many of them it's very difficult to hem in the various pieces that need to go right next to the rail. Those dang traffic signals were a problem in designing widgets. I've had success connecting entries & exits directly traffic circles rather than forcing a preceding merge with the main lane. Particularly on the top (because of the pollution filter dropoff station) it's difficult to get both a two-car & four-car dropoff both situated there. The widgets idea (1) (2 & 3) mostly works with some modifications off my initial design. For some reason I designed these to be one car apart, causing traffic jams. One big error was the preponderance o traffic signals. I have one little worker train that keeps my air pretty clean! ![]() The station only turns on if the crate (which is set to size 1) has fewer than 50 clean filters in it (stack size of filters is 100 so this is a strong buffer). I'm a little proud of the pollution filter system, which was my first attempt at using circuits with trains. The top left traffic circle is where I put the "extras" - an advanced radar and a pollution filter. Centralization of resource hoarding to enable better regulation of train schedules.Widget train stations for both pickup & dropoff.My basic strategy plan had three main prongs: So I decided to try this megabase thing those folks on r/factorio are always talking about. Once I had the very basics of Krastorio figured out I decided I should treat this playthrough as more than just a harder version of vanilla and try to make something really grand. In my vanilla playthroughs I never went past bus and my use of trains was mostly to shuffle resources into my main smelting/whatever centers. I began my first play-through of Krastorio 2 a while ago, initially starting with a spaghetti base in a small, easily defensible area before converting to a bus in a much larger area once I was able to clear it out. (Next time will be different, he said for the fifth time.) This is a story is about rejecting the question "Why" in favor of "Why Not", played out over the course of game hours, with a big mess but even bigger plans as the result. My stupid silly spaceship with a train in it with less than 2k integrity.Is there a way to increase the map size after you stated the game.Finally figured out how to do cool train stuff! I know the unloading isn't the most efficient, but it's a pretty solid throughput when I've got a few trains in queue.Tileable high-length beaconed smelters w/ productivity modules.Refreshing the needed components when building things personally (not in a manufacturing plant).this uses the “Island Start” mod and has a mainland off to the right! Was a blast to play, sorry I don’t have a clean image Saw a bunch of people posting their island seed.My first adventures in a mega/trainbase.Semi-island map seed, only three natual land bridges that should be easy to block off and control at will :).What's the easiest way to link up a train if you remove a car in the middle?. ![]() Inserter Accident (Factorio Comic Strip # 23).That feeling when there is no space for power poles.I set up a train to deliver limestone to a factory, forgot it was produced rather close by though.Simplified to contain just 1 fluid instead of having 3 different fluid tanks.Changed fluid wagon recipe so it requires just 1 storage tank instead of 3.Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon).Changed fluid wagon capacity from 75k to 25k (same as storage tank).Using 3 pumps, the train remained in station for 108 ticks (1.8 seconds).Using 2 pumps, the train remained in station for 131 ticks (~2.2 seconds).Using 1 pump, the train remained in station for 204 ticks (3.4 seconds).Testing was done using a single locomotive attached to a single full fluid wagon, with pumps attached directly to empty storage tanks. Using more pumps per wagon reduces (un)loading time. The pumps will only work if the wagon is perfectly orthogonal to the grid.ĭue to current fluid system mechanics, the fastest load and unload times for fluid wagons consist of pumps that are directly attached to storage tanks. The wagon needs to be aligned with the rail grid do this by using a train stop as a train schedule destination, and a fueled locomotive.Īlso make sure that the rails under the Fluid wagon are straight rails and not curved rails. To get fluid into the fluid wagon, you need a train station with pumps.
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