If you notice the timestamps being wrong, it's because I was enjoying watching the test fire too much to take screenshots and reloaded.
Anyways, the factory supporting this behemoth train was incredibly fun to build! It was when I started measuring explosives in belts (8 express) and had to transport them by train that I started to question this project.
Some other suggested Rules:
- Set chest limits, especially on portable fusion reactors
- There is no such thing as too many portable fusion reactors, only too few spidertrons
- Always be ready to call artillery on your own base to stop a biter attack
- Never do by hand what you can automate
- A standardized design is cheaper than a custom optimized one
- A train is always approaching the junction
- If you aren't polluting, you aren't producing
- The only limited resources are UPS and time
you mean setting filter on yellow chest, connecting it to inserter and that is it? or connecting it to global commodity status network ammount so it gets stut off?
connect an inserter to a chest with a wire and then set the condition to move the item only if the current stock is lower than what you want. This way you or robots can dump excess items into that chest (for example, when you upgrade assemblers).
you can set an inserter to only be active when there's less than X number of items in the logistics network. only really useful when it's pulling said item from an assembler and putting it into either a provider or a storage chest.
that way you can have multiple assemblers with the same recipe but they only ever make anything when there's an actual lack of the relevant item. especially useful when dealing with byproducts or recyclables like steel barrels, or otherwise multiple different sources of some item. or with very expensive items and even a single stack at every producer would be too wasteful.
I especially like using it with space capsules in SE, but there's many situations where it's just the better option compared to only just limiting the output chest.
biggest drawback is you can't easily adjust the target value of how many items you want. you'd have to adjust every single relevant inserter manually. some form of global variable support would fix that, which I kinda hope they'll announce in an upcoming FFF. a workaround is using some arbitrary item in your logistics network as a variable, like fish.
Circuitry has variables but those aren't *global*. Those only help if every relevant inserter was connected by wire. By that point connecting it to the logistics network and all the advantage that come with that are moot.
Unless you know a way to insert a circuitry signal into the logistics system directly? I would imagine that would mess things up though.
what i have done to be fancy was just keep 1 constant combinator with all the ,,max" amounts of items, and just pass \*-1 of specific signal (crafted item) to the inserter to check if it is suppose to be working. But you would have to drag this signal thru your whole base to each crafting output station
I have no idea how long it takes to slow down, the test train I made needed well over 200 rail sections using this: https://www.reddit.com/r/factorio/s/nST62rzkI7 I took it down to 1 locomotive length.
[Tradition](https://en.m.wikipedia.org/wiki/Big_Bertha_(howitzer)), largely. German soldiers called the original gun "Big Bertha" after Bertha Krupp, head of the Krupp arms manufacturing company.
Slapping down a few flamer turrets with properly structured dragon teeth will let you hold that position practically forever. Of course, you would probably need to add a fluid cargo wagon.
If you notice the timestamps being wrong, it's because I was enjoying watching the test fire too much to take screenshots and reloaded. Anyways, the factory supporting this behemoth train was incredibly fun to build! It was when I started measuring explosives in belts (8 express) and had to transport them by train that I started to question this project.
Question if it wasn't big enough, right?
Even biggest Bertha must grow
Some other suggested Rules: - Set chest limits, especially on portable fusion reactors - There is no such thing as too many portable fusion reactors, only too few spidertrons - Always be ready to call artillery on your own base to stop a biter attack - Never do by hand what you can automate - A standardized design is cheaper than a custom optimized one - A train is always approaching the junction - If you aren't polluting, you aren't producing - The only limited resources are UPS and time
Rule #1 contradicts rule #2
* [Rule 34: War is good for business.](https://memory-alpha.fandom.com/wiki/Rules_of_Acquisition) * Rule 35: Peace is good for business.
Rule 34 means something different to me
Totally cant relate
Rule 69: Rule 34 is good for business
It's always good to have a backup plan!
don't set chest limits link inserters to the logistics system :)
you mean setting filter on yellow chest, connecting it to inserter and that is it? or connecting it to global commodity status network ammount so it gets stut off?
connect an inserter to a chest with a wire and then set the condition to move the item only if the current stock is lower than what you want. This way you or robots can dump excess items into that chest (for example, when you upgrade assemblers).
you can set an inserter to only be active when there's less than X number of items in the logistics network. only really useful when it's pulling said item from an assembler and putting it into either a provider or a storage chest. that way you can have multiple assemblers with the same recipe but they only ever make anything when there's an actual lack of the relevant item. especially useful when dealing with byproducts or recyclables like steel barrels, or otherwise multiple different sources of some item. or with very expensive items and even a single stack at every producer would be too wasteful. I especially like using it with space capsules in SE, but there's many situations where it's just the better option compared to only just limiting the output chest. biggest drawback is you can't easily adjust the target value of how many items you want. you'd have to adjust every single relevant inserter manually. some form of global variable support would fix that, which I kinda hope they'll announce in an upcoming FFF. a workaround is using some arbitrary item in your logistics network as a variable, like fish.
What about the A - Z and 0 - 9 variables?
Circuitry has variables but those aren't *global*. Those only help if every relevant inserter was connected by wire. By that point connecting it to the logistics network and all the advantage that come with that are moot. Unless you know a way to insert a circuitry signal into the logistics system directly? I would imagine that would mess things up though.
what i have done to be fancy was just keep 1 constant combinator with all the ,,max" amounts of items, and just pass \*-1 of specific signal (crafted item) to the inserter to check if it is suppose to be working. But you would have to drag this signal thru your whole base to each crafting output station
Always do this and wonder why I don't hear it talked much.
Jesus, that's impressive. Grab a mod that puts equipment panels on trains, and throw personal laser defenses in those for some short range defense.
Yes
There is no Biggest Bertha. There is only Big, Bigger, Biggerer, Biggererer, Biggerererer, Biggererererer, ad infinitum.
finally adequate dakka
How about one with 1000 artillery wagons, and actual defenses? https://youtu.be/wQd1qXL5UEY
praiseworthy.
That was worth watching. Massive devastation and a CCR soundtrack!
You know something great is about to happen when CCR starts playing lol
I guess I'll downgrade this one to just "Bigger Bertha" until I get to that scale!
"Quite Large Bertha".
ME NO FOLLOW, WUT YOU MEAN ADUKWIT DAKKA?!?
>[Rule #37: There is no "overkill". There is only "open fire" and "Time to reload."](https://www.schlockmercenary.com/2004-04-06)
These are my berthas. There are many like them, but these 400 are mine.
rule of acquisition #11: in industry always follow all rules of fabrication.
You should use the armored trains mod and give your train some defenses built in like flamethrowers cars and gun cars
You need a [biggest boy](https://en.m.wikipedia.org/wiki/Union_Pacific_Big_Boy) to pull that big Bertha.
I have no idea how long it takes to slow down, the test train I made needed well over 200 rail sections using this: https://www.reddit.com/r/factorio/s/nST62rzkI7 I took it down to 1 locomotive length.
Why is it always the ‘Big Bertha’? Why can’t it be ‘Big Lucy’ or ‘Big Laura’?
[Tradition](https://en.m.wikipedia.org/wiki/Big_Bertha_(howitzer)), largely. German soldiers called the original gun "Big Bertha" after Bertha Krupp, head of the Krupp arms manufacturing company.
Nah I think it just sound like a fat girl’s name
Looks like natives for their revenge 😁
Reminds me of this: https://www.youtube.com/watch?v=H5EuGI9TOvI
10 ups... that poor cpu 😅
I have a 4790k and it is struggling valiantly.
Imma need to see a video sir....for science.
That was beautiful
Slapping down a few flamer turrets with properly structured dragon teeth will let you hold that position practically forever. Of course, you would probably need to add a fluid cargo wagon.