factorio reference sheet,you only need one offshore pump; feed 50 coal/second (2 red belts) to the 25 refineries; run 3 chemical plants on heavy oil cracking and 9 on light oil cracking; feed 9 coal/second (less than 1 yellow belt) to the 7 plastic-making chemical plants; you'll produce 18 plastic/second (less than 1 red belt) pro tip!.factorio simple early game builds and tips,just one of these is more than enough to get you started mining iron and immediately smelting it into iron plates.those plates can then be used to make more burner drills, but rather than simply expanding the iron mining setup until we run out of initial fuel, we can start harvesting coal automatically to power this process without having to continue hunting for more fuel manually..
What Can I Do For You?
create a conveyor belt bringing copper plates to the belt leading to the inserters' inputs. there should be a line of belts, inserters, and assemblers all parallel to each other. on the opposite side of the assemblers, place inserters to grab the copper cable from the assemblers. build a conveyor belt for the inserters to place the cable on.
belt will pull the belt. the pulling effect causes one side of the belt to tight (side that is being pulled) and the other side to be slacks. application conveyor belt, cvt (scotter, honda jazz and city) flat belt geometry open: same direction output crossed different tight side slack side
mistracking, then, is when something goes wrong along this track. in most cases, it means that the belt has slipped to one side or another, and the entire system has shifted out of alignment. mistracking leads to numerous negative consequences. it has the potential to throw the entire system off its
a conveyor belt is the carrying medium of a belt conveyor system (often shortened to belt conveyor). a belt conveyor system is one of many types of conveyor systems.a belt conveyor system consists of two or more pulleys (sometimes referred to as drums), with a closed loop of carrying medium—the conveyor belt—that rotates about them. one or both of the pulleys are powered, moving the belt
to check side-to-side position of sanding heads: 1. open the thickness setting on the sander to approximately 5” (lower the feed bed). 2. slide the setup device on the conveyor belt on one side of the machine under the first sanding head without an abrasive belt on the head. 3.
1. have a little s-bend to have the belt put stuff on the other side, which is good for long lines of buildings that are on the same side as long as the belt keeps moving. some buildings will stop running if one side of the belt backs up. switch sides of belt. a screenshot of factorio.
build it that the left side of the splitter exits to your normal iron the right side from the splitter should be free. then, just build one belt with a left turn after this free exit of the splitter, so that the right side of the splitter feeds into the right side of the.
the fact that one side is backed up suggests that the available production exceeds consumption (this assumes that you aren't using an underground belt to split off one side of the belt). inserters prefer to take from the far side of a belt, but they'll take from the near side if the far side is empty.
the belt can be unmerged using a splitter filter. it is also possible to unmerge a mixed belt by using underground belts since an underground belt will block half of the belt. belts going across a splitter will have items from the splitter moving to one side of the crossing belt. commonly, merging and un-merging is done by using a splitter.
inserters and transport belts. transport belts have two lanes on which items can travel. inserters only place items onto one side of the belt, either the far side from the inserter's perspective or if the belt is going the same or the opposite direction as the inserter the right side from the belt's perspective.
the easiest way to put an item on a side is by running another belt into the side you want it on. inserters will always put it the top or left i do believe. watching some videos of game play would show you some various ways this problem can be solved. -2.
by boskid » tue feb 16, 2021 12:15 pm. underground belts are not hacks, its fully developed mechanic with sideloading to isolate one belt side. in fff-364 in https://cdn.factorio.com/assets/img/blo -lines.png alone there are 2 places where it was used. top.
because of the propinquity (closeness) of the splitters, they only feed half of each belt, allowing us to have ore consistently on one side, and fuel on the other, a perfect split! now, we'll put in the fuel delivery belt , which requires a split to the splitter, and undergroundies to go underneath the feeding belts on the sides of the array.
all you need to do is put your output belt one more tile away, then place a long handed inserter down, and a regular one next to it. then, add a tiny piece of belt so the material will drop onto the near side. in practice, you'll be able to fill both sides of the belt from any machine and therefore have full production at all times.
4. use both sides of belts. belts are an essential part of almost every factorio strategy. when it comes to shipping resources, you can use belts in every manner possible. one thing that's easy to miss at the start is that each side of the belt can carry different resources. for instance, let's say you want to build a functional iron smelting module.
when i noticed the omega is outputting only on one side of a belt, i just let it output on a blue splitter and merged the lines right away = nicely fully saturated blue belt.
with a spacing of 8 pixels, belts now always fit exactly 8 items (4 on each side), so for instance, reading a fully compressed belt gives a reliable result: the change overall gives a 12.5% buff to belts, provides nice round integers for calculating factory requirements, and removes a few oddities.
looking at the problem this way, it is easy to see that a necessary condition is that input on any belt can reach any output belt (it is necessary because if not, then consider the case of all input on one input belt and all but one output belt backlogged with 0 throughput; in such a case, if you can't route that input belt's input to the output belt you won't get any throughput), but this condition is not
fig. 2. in fig. 2, the left transport line on the horizontal belts can never receive items from the right line of the horizontal belts or any items from the side-loading. this gave me a simple nice idea. we can group transport lines in a way, that lines from one group don't interact with
this design relies on several rules that can wreck havoc if not followed correctly. one, players must always use a splitter to pull items off of a belt, never redirecting the entire belt, otherwise using the empty space for a different belt of items means you'll have permanently lost one entire belt of resources, even after upgrading belts.
the best layout i came up with was a standard square with one vertical belt and one horizontal belt crossing each other at its centre, and one factory with attendant grabbers in each quadrant of the square, then laying out a big grid of these squares with all inputs travelling through it in one direction, fed from a staging area at one side, and all outputs travelling at right angles to this to a
so if you have a mixed belt in it will always output half of each type of item on each output belt, order does not matter (if you alternate copper and iron, both output sides will have equal amounts of copper and iron, it won't have one side be copper and one iron). however if you only have 1 of each type of item they will all end up on the same belt, that is each type of item starts on (say, depends on
set the connected belt's setting to 'read belt contents' and the content read mode from 'pulse' to 'hold'. have the inserter activate when the resource the belt is holding is > 6 (if both lanes hold the same item type) or > 3 (if you only have items on one lane). that count will only be reached if the belt is 'backing up': (belt
the way this works is relatively simple. all chests are wired together in green, this goes to the combinator's input side. the combinator is set to 'each divided by -(number of chests)', so with 12 chests in the above blueprint it needs to divide by -12. the output is then wired together across all belt