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  • ! [[Transport belts]] !! [[Underground belts]] !! [[Splitters]] !! Max. doorvoer(Items per [[game-second/nl|spelseconde]])<sup>1</sup> !! [[Splitters/nl|Verdelers]] zijn een andere vorm van item manipulatie. Verdelers zijn 2x
    10 KB (1,529 words) - 12:56, 13 March 2018
  • The width of the bus can become a problem if it is very wide. It is advisable to leave ''space'' between the groups of belts of one item for
    14 KB (1,675 words) - 01:17, 11 December 2018
  • This is a good measure to combat "spaghetti factories" as it forces someone to plan a structured layout and move everything to use items ...te a belt (or splits it into more) then this can be called a "fake"-bus as it ''can not'' be saturated.
    13 KB (2,231 words) - 10:02, 31 August 2020
  • ...n by inserters. This leads to some intricate behaviors, in particular when it comes to [[Inserters#Inserter_Throughput|inserter throughput]]. ...s measured for practical reasons in tiles per second. Note that internally it is measured in positions (1/256 tile) per tick (1/60 sec). More on that bel
    9 KB (1,325 words) - 16:32, 24 September 2023
  • * A proof is shown below for the equation and why it works. ...the inserter may place more than 10 Advanced circuits in the chest because it could pick up to 3 at once due to stack size bonuses.
    22 KB (3,279 words) - 12:27, 16 February 2021
  • We really want to be able to set the factory to make things and let it go. But for that we need some extra utilities which we don't have and need ...d your calculating logic figure out other, maybe even better ways of doing it! You want ore to be split more or less evenly on each side of the belts. Th
    17 KB (1,486 words) - 11:27, 24 August 2020
  • * [[Splitters]], merged into [[Belt transport system]] Removing & merging small insignificant subpages, to make it easier to find information.
    6 KB (722 words) - 19:30, 2 September 2017
  • ...p?title=Jarate/de TF2 wiki use it and is working!] What do you think about it?--[[User:Vitduo|Vitduo]] ([[User talk:Vitduo|talk]]) 23:13, 29 August 2014 ...he displaytitle tag into the actual article, that isn't necesarry. I think it's best for this wiki to just start by placing the displaytitle tag in every
    24 KB (4,085 words) - 05:42, 1 August 2018
  • ! {{L|Transport belts}} !! {{L|Underground belts}} !! {{L|Splitters}} !! Maks. przepustowość<br>(przedmiotów na [[game-second/pl|sekundę gr Używając {{L|Splitters|rozdzielacza}} łatwiej rozdzielić przedmioty. Dokładniejszy opis obrazka
    14 KB (2,273 words) - 17:30, 13 March 2024
  • * Fixed the steam engine power output indicator (allowing it to have value up to 100%) * Train can find the path backward when it has locomotives in the back
    9 KB (1,459 words) - 14:48, 24 September 2023
  • ...making progress as well the fact that pumping oil will gradually decrease it's yield, requiring the need travel further to find even more oil. Also note ...tegories. If you have the ingredients required by a recipe, you can click it multiple times to craft as many as you want. View the crafting progress in
    23 KB (4,044 words) - 20:46, 13 November 2023
  • ...rio.com/index.php?title=Chemical%20science%20pack/it Chemical science pack/it] ...ctorio.com/index.php?title=Special:WhatLinksHere/Chemical%20science%20pack/it 36]
    132 KB (18,485 words) - 11:00, 17 May 2024
  • ...rate]] how you want to. Some things make the game easier while others make it harder. ...reasonable proximity of each other; the farther apart they are, the harder it will be to use them together.
    22 KB (3,414 words) - 13:07, 6 March 2018
  • ...fluid wagons, and optionally followed by the number of tail locomotives if it's a double-headed train. In general, the smaller numbers are the number of ...nout : When your factory's machines are running slower than normal because it's not generating enough electricity.
    18 KB (2,730 words) - 15:20, 19 April 2024
  • ...fluid wagons, and optionally followed by the number of tail locomotives if it's a double-headed train. In general, the smaller numbers are the number of ...nout : When your factory's machines are running slower than normal because it's not generating enough electricity.
    18 KB (2,917 words) - 19:00, 24 September 2023
  • *600 transport belt, 40 underground belt, and 40 splitters ...mum laser fire rate available in Freeplay. Upgrades 23 and 24 will surpass it, costing 5,750 and 6,000 points respectively.
    8 KB (1,165 words) - 13:29, 16 December 2023
  • ...ng a giant factory from the ground up and then having to refactor parts of it. ...nout : When your factory's machines are running slower than normal because it's not generating enough electricity.
    19 KB (3,068 words) - 11:07, 3 May 2021
  • ...y that funnels attackers into a narrow, movement-constricting area, making it more difficult for them to breach fortifications. Examples: peninsulas with ;Contaminated : A belt with incorrect items on it (such as coal on an iron belt). Can also refer to pipes with mixed liquids.
    18 KB (2,942 words) - 14:20, 8 June 2020
  • ...y that funnels attackers into a narrow, movement-constricting area, making it more difficult for them to breach fortifications. Examples: peninsulas with ;Inventory : The ability for an entity to hold items within it. Almost all entities have inventories.
    25 KB (1,870 words) - 18:09, 4 May 2018
  • * Fixed that having more than 6 products didn't fit the ui, as it wasn't wrapped. ([https://forums.factorio.com/60636 more]) * The system data path is removed from the log when it's automatically uploaded by the crash reporter.
    122 KB (17,425 words) - 14:47, 24 September 2023

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