Search found 29 matches

by Blurb
Wed Nov 21, 2018 3:36 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Pump stuck with 0.0 liquid
Replies: 12
Views: 5070

Re: [0.16.51] Pump stuck with 0.0 liquid

Different liquids in the same pipe is not supported. The report has nothing to do with multiple fluids. It's the typical fluid rounding error for very low amounts. Thank you for making this point that I could not. Is the pump sleeping on the pipe/tank? Right now, I'm wondering if the pump's own log...
by Blurb
Mon Nov 19, 2018 6:58 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Pump stuck with 0.0 liquid
Replies: 12
Views: 5070

Re: [0.16.51] Pump stuck with 0.0 liquid

Blacky007 wrote: ↑
Mon Nov 19, 2018 5:00 pm
you have to construct a separate pipe systems for every fluid you get out of the refinery
I know how to build a functioning refinery the normal way - that's not my problem.
I'm trying to do things differently, if only because it'd be cool to have a refinery with a vastly simplified pipe network.
by Blurb
Sat Nov 17, 2018 11:06 am
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Pump stuck with 0.0 liquid
Replies: 12
Views: 5070

Re: [0.16.51] Pump stuck with 0.0 liquid

Loewchen wrote: ↑
Fri Nov 16, 2018 10:30 pm
Different liquids in the same pipe is not supported.
I'm fully aware that only one type of liquid can occupy a given individual pipe segment at a time.
I just don't understand how this prevents the pump from working as (what I think is) intended.
by Blurb
Fri Nov 16, 2018 10:13 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Pump stuck with 0.0 liquid
Replies: 12
Views: 5070

[0.16.51] Pump stuck with 0.0 liquid

I've been trying to build an oil-processing setup using fewer pipes than is usually recommended - because why not. However, every once in a while the entire thing will grind to a halt because of a pump like this. bugreport.jpg Actual behaviour: There's 0.0 liquid in the pump, and its output pipe is ...
by Blurb
Sun May 14, 2017 12:02 pm
Forum: General discussion
Topic: Are efficiency modules even worth it?
Replies: 28
Views: 18270

Re: Are efficiency modules even worth it?

Didn't do math for that but I think with efficiency modules you can do coal liquification to solid fuel and get more energy as an output than coal does. For these kinds of questions, productivity modules are always the better choice. This should be painfully obvious after even a quick glance at the...
by Blurb
Fri Feb 17, 2017 5:51 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Adv. circuit "sphere"
Replies: 13
Views: 15542

Re: Adv. circuit "sphere"

What is the point of looping the advanced circuits? I use this kind of output quite plenty. There is no harm on funcionality and it works as illustrative indicator of processing. The measure of "red" on the belt indicates how much is it going. There are dozens of better checks, however th...
by Blurb
Thu Feb 16, 2017 5:02 am
Forum: General discussion
Topic: Research on feasibility of using depleted oil spawns to make fuel
Replies: 8
Views: 3725

Re: Research on feasibility of using depleted oil spawns to make fuel

No modules whereas I tried to tackle this thing with modules and prove that efficiency modules lead to the best efficiency possible. And still don't go in much detail. When talking about efficiency, you must remember to state what it is with respect to. Given that we're dealing with power generatio...
by Blurb
Sat Dec 24, 2016 9:05 am
Forum: General discussion
Topic: Shotgun Shells - explained
Replies: 14
Views: 5465

Re: Shotgun Shells - explained

A tooltip should not say that "Damage is equal to the number of projectiles times the damage". That's a load of bad engrish and you know it. A tooltip should present information in causal order. Say that "Damage is equal to the listed damage, plus check out these multiple projectiles...
by Blurb
Tue Dec 13, 2016 11:42 pm
Forum: Show your Creations
Topic: Challenge: compact plastic production (no bots)
Replies: 21
Views: 20490

Re: Challenge: compact plastic production (no bots)

You are not limited to plastic plants, you can share beacon strips for every product in your factory. Oh wow, I never would have guessed. Is it necessary to insert rolling eyes, or is my sarcasm sufficiently obvious? Instead of tracking down various "accepted" builds and piecing them toge...
by Blurb
Tue Dec 13, 2016 11:11 pm
Forum: Show your Creations
Topic: Challenge: compact plastic production (no bots)
Replies: 21
Views: 20490

Re: Challenge: compact plastic production (no bots)

Comparing my build to previously proposed solutions, I see that they are only more expensive if the beacons aren't shared. Yes, the whole point of the putting beacons on both sides is to share the beacons with other designs. Also having more Beacons than Assemblers is actually better energy-wise if...
by Blurb
Tue Dec 13, 2016 8:23 pm
Forum: Show your Creations
Topic: Challenge: compact plastic production (no bots)
Replies: 21
Views: 20490

Re: Challenge: compact plastic production (no bots)

I figured it'd be possible to shave off some space by keeping coal and plastic on the same belt. With a 20% productivity bonus, 4800 plastic/min requires 2000 coal/min, and it is trivial to throttle the throughput. Using one red belt (1600 items/min) and a half yellow belt (400 items/min) for feedin...
by Blurb
Wed Dec 07, 2016 6:14 pm
Forum: Gameplay Help
Topic: Question on fluid throughput
Replies: 3
Views: 2015

Re: Question on fluid throughput

(1): It is still correct for exactly 224 pipes, not for 14-224 which would indicate an interval. You need to understand that the throughput of a pipe isn't some hardcoded value based on pipe length. There's a few other posts (such as https://forums.factorio.com/viewtopic.php?f=18&t=33685&, h...
by Blurb
Sat Dec 03, 2016 11:29 pm
Forum: Show your Creations
Topic: One-belt Production
Replies: 3
Views: 3641

Re: One-belt Production

Surely this doesn't always work... If your output is blocked up wouldn't the belt fill any gaps? Meaning in this case any iron taken off the belt would be replaced with iron before an inserter can drop a green circuit in it? Thus iron will creep in to your output line and clog up any production fur...
by Blurb
Mon Nov 28, 2016 8:55 pm
Forum: Show your Creations
Topic: One-belt Production
Replies: 3
Views: 3641

One-belt Production

The idea is simple: By carefully controlling the input to a production area, one can place the intended output on the very same belt as the input - effectively allowing for more compact (and sometimes cheaper) production. This of course requires accurate calculation of ratio of input items, and rati...
by Blurb
Sat Nov 26, 2016 11:04 pm
Forum: General discussion
Topic: Pls fix
Replies: 10
Views: 4033

Re: Pls fix

At some point in the previous millenium, it became a standard feature in video games to allow users to remap their keybindings.
I suggest making use of this feature, if only as a temporary fix to your issue.
by Blurb
Wed Nov 09, 2016 11:12 pm
Forum: Combinator Creations
Topic: almost Math.max using 8 combinators
Replies: 7
Views: 8357

Re: almost Math.max using 8 combinators

This seems a bit too easy, and I'm wondering if I've misunderstood what you want to accomplish. Three decider combinators should be enough to output the smaller (or larger) of two integers A and B. math(minmax).jpg From left to right, combinators will be denoted 1, 2, 3 and so forth. 1 & 2: Repr...
by Blurb
Thu Oct 27, 2016 11:08 am
Forum: Gameplay Help
Topic: number of refineries?
Replies: 7
Views: 13942

Re: number of refineries?

You do realize the OP didn't ask "how do you like to play?", but "how many refineries are needed for a given number of oil fields?". I do, and the direct answer quickly becomes more complicated than I believe the OP wanted (that is, it's based on yield and even pressure if you'r...
by Blurb
Sat Jul 16, 2016 12:06 am
Forum: Ideas and Suggestions
Topic: Be more clear about water production and usage
Replies: 9
Views: 3008

Re: Be more clear about water production and usage

From the forum I learned that you need 1 pump-14 boilers-10 steam engines for the optimal configuration to work. Is there a way in the game that I could learn it myself? I know that the theory of pipeworks in Factorio is pretty complex one. But I am sure you can also display a current flow of liqui...
by Blurb
Fri Jun 24, 2016 9:21 pm
Forum: Gameplay Help
Topic: How can i detect an inserter or pump is working ?
Replies: 10
Views: 4069

Re: How can i detect an inserter or pump is working ?

A pump is always on, unless hooked up to the circuit network - in which case it relies on a logic condition that can easily be checked. For it to work, there must be a liquid on the input side and room for the liquid on the output side. These above "liquid criteria" can be verified by usin...
by Blurb
Wed Jun 22, 2016 8:52 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Early Building Store
Replies: 129
Views: 62483

Re: Early Building Store

The throughput of ore is one mining drill to one smelter - this is double what it needs till I upgrade smelters then it works just fine. As for being insulted, you can be insulted if you want. This is the first attempt at the concept and it works great, I've since improved it a fair bit but I'm sti...

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