Additionally, blueprint creation can be cancelled by clicking the X in the top right corner. The green "Create blueprint" button creates the blueprint. On the left the 'Total' number of components included in the blueprint is shown. These default icons can be changed by simply clicking on the icons to choose the desired ones. When creating a new blueprint, the game automatically selects some of the icons representing the entities in the blueprint. These are displayed on the blueprint's icon and can be used to quickly identify a blueprint. On the top left of the "Setup new blueprint" menu there are four icon slots. Once everything you intend to 'copy' is inside the drag box, release the mouse button and the 'Blueprint icon setup' menu will open. With the blueprint icon shown next to the mouse cursor, click and hold the left mouse button and drag a box as large as needed (which can be cancelled by pressing Q).Īll player-placed entities which will be included in the blueprint will be highlighted with a green square. To create a blueprint select the blueprint item out of the toolbar or the inventory. For example, copying this small gun turret defense setup: The blank blueprint can now be used to 'copy' a set of buildings. empty train waiting for more than a minute or more than 5 empty trains waiting).Construct more machines using robots than manually.īlank blueprints can be crafted by clicking the ( ) button in the shortcut bar. 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). DaveMcW wrote:The main purpose of waiting bays is protection from traffic jams.
0 Comments
Leave a Reply. |