![]() ![]() 87 Jump start base (including Nanobots) 104 Tileable Solar block. 10 Sea Block - Green Algae to Wood Pellets. empty train waiting for more than a minute or more than 5 empty trains waiting). 4 Heart of Coke (Sea Block) 5 Sea Block - Solar powered Steam Battery. You could set up an alarm to tell you when more mines are needed (e.g. And if not then that is a clear sign more mines are needed. Hopefully there always is a mine with enough ore buffered at all times and the next empty train would drive straight to the nearest ready mine. With all trains having an unloading station you can disable stations at mines until they have enough ore buffered to fill a train. trains don't spend time moving between waiting bay and unloading station trains don't waste time in a waiting bay And the time spend moving between the waiting bay and the unloading bay is eliminated. But the time trains are stuck in the waiting bay would be saved. The time for each train would go up, true. But now it would be unloaded from more trains in parallel. Ideally the ore/s unloaded remain the same. So if that is the goal then why have buffer chests at all? I think buffer chests only help when you don't have enough trains because the extra loading/unloading speed lets you get away with less trains. When you reach that point the buffer chests will overflow and the unloading of trains will slow down to the belt speed. You want the waiting stations to be always filled to some degree. Because if you don't produce enough ore then no amount of buffer chests or train efficiency will prevent the smelters running out of ore. So less time spend waiting for the train to fill at that end.īut from my experience what you want is to have trains arrive faster than the belt can take away ore. This gives the ore mines more time to fill their buffer chests though. Trains will be unloading much slower in my setup. Add to that that you have more trains unloading than the belt can take and the ore will back up. Unloading onto 6 belts take significantly longer. Unloading 1 train into 12 buffer chests per train car takes something around 6 seconds with maxed out stack inserters. The number of trains that can fit in the station at the same time wouldn't change.Īs for there only being 1 train at the station: That depends on the time it takes to unload and the number of trains you can fill with ore. That's why I suggested changing the waiting bays to unloading stations and not suggested to remove them. Yes, you need to be able to handle all trains being stuck at the unloading station. But if all 5 trains arrive at once, you need somewhere to put them. You can have 5 trains sharing an unload station, and normally only 1 is there at a time (the others are travelling or loading). Its been a lot of fun making this, Krastorio beeing such an advanced and extensive mod - i think its fair to say that some starting help can go a long way.DaveMcW wrote:The main purpose of waiting bays is protection from traffic jams. This should be all be done around the 1:30, to 2:30 - and sets you up nicely to further expand with what you want. Slap stage 2 onto there, and youve got your whole production.) (Stage 1 wont produce red belts, for example. Ive made sure that you can place stage 2 onto stage 1 exactly, without removing anything and just giving you an expansion. Producing less, and letting you get started earlier. Green chips / Mall & Science, is split into Stage 1 and 2. The largest Structure, and the end goal is a fairly large Mall, producing most production tools you'll need to advance further into the game (Red Belts, underground, stackers, splitters, inserters, pylons, tier 2 assemblies and more.), bringing them all close to the belt. In this pastebin, you will find a starter setup for the mod "Krastorio 2", add it to your game by going to import (its found in your action bar), and pasting the string from pastebin inside.Īutomatic miners and Smelters on yellow belts for Iron, Copper & Steel.Īlso includes Science production for Green / Brown / Red tech cards & Lab setup. ![]()
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