That should put the trains in automatic, but they shouldn't be moving. Set each train to make its next stop the station it is parked at (via the "play" button next to that station in the train schedule GUI). To start it up the first time, do the following:Īdd a constant combinator making signal red = 1Ĭonnect that combinator to the central substation with green wire. If they are out of wood, trains will remain at the stations until there is 1200 wood in the chests and the timer circuit is at <50000. This prevents a case where all the wood has been burned up, which might result in the trains running out of fuel. Trains are only allowed to leave the stations if each requester chest contains 300 wood (1200 total in the system). The trains go around the loop for the whole time the stations are disabled (50000 ticks), then park and refuel for the last 10000 ticks. To leave a bit of buffer, the fueling stations reenable after 50000 ticks (13m52s) There is a timer that counts up to 60000 and then resets. Turned out to be quite enjoyable to watch :).ģ00 wood is enough to run a train for 60000 ticks (16m40s) I've seen other people make train-based wood burners before, so here's my version. New tree graphics (8 dry trees 12 big trees).I've started building a megabase, and have quite a bit of wood as a result of clearing trees to build things.New graphics: 10 types of trees that replace the outdated 2 types.Changed the amount of wood in dry tree from 1 -> 4.Trees emit branches when mined or destroyed.Trees themselves absorb pollution aon so can shield a small factory from attack until ammo/power production exceedes alien power. Or at least it was a few years ago when i played. Trees emit leaves (based on the tree color) when being mined and destroyed. In Bob's it's used for resin (until oil) for primitive electronic circuits.Trees have 4 levels of leaves and the leaves are colorable. Trees have generally smaller bounding boxes, so it is easier to walk through forest.Trees degenerate slowly when there high pollution levels.Fire will spread between trees and cause forest fires, causing a large amount of pollution to be released. It adds 2 new types of floors: Wood Floors and Polished Wood Floors. Damaging a tree with impact or physical damage generates some leaves. Factorio version: 0.15 Downloaded by: 3 users Kind of exactly what it says.Tanks no longer take miniscule amounts of damage from hitting trees.The less dense the leaves, the slower the tree absorbs pollution, however tree grayness does not affect pollution absorption. As the grayness and leaf stage are then locked for that tree forever, it is possible for trees to keep some leaves in heavily polluted chunks but in turn be very gray, or the other way around. 50% of trees stop their leaf progression one stage earlier. Regardless of whether the tree loses leaves or gets grayer, 10 pollution are absorbed by the tree.Ī tree stops losing leaves/becoming more gray once the sum of its gray percentage and its leaves lost percentage is above 120%. If the total pollution in a chunk is above 60 units, once per second some of the trees in that chunk each have a chance to either lose one stage of leaves or have their leaves become one stage more gray. Once on fire, trees cannot be extinguished, but the spread of the fire can be limited by creating a fire break.Įvery single tree absorbs a small amount of pollution in its chunk per second. The fire will spread from tree to tree, releasing high amounts of pollution and leaving stumps and charred trees behind. Trees can be set on fire by flamethrowers and flamethrower turrets. A forest fire spreads rapidly after a few moments.
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