Search found 718 matches
- Wed Oct 27, 2021 12:40 pm
- Forum: Combinator Creations
- Topic: Belt saturation detector/counter
- Replies: 30
- Views: 10127
Re: Belt saturation detector/counter
The solution is simple: don't require fully compressed belts. I actually developed the above examples for train unloading. Not specific for furnaces, but for everything. However, my main issue with unloading stations are uneven unload between belt lanes, not saturation. One lanes stalls, the other ...
- Tue Oct 26, 2021 11:38 pm
- Forum: Wiki Talk
- Topic: Energy weapons damage (research)
- Replies: 5
- Views: 2450
Re: Energy weapons damage (research)
You found an error in the wiki. The wiki is not perfect. The reference is the game. If there is a mismatch between game data and wiki data, the game data is correct. The best thing would be to request an account for the wiki and correct such errors yourself. Fast and direct. That's the essence of a ...
- Mon Oct 25, 2021 12:45 am
- Forum: Combinator Creations
- Topic: Belt saturation detector/counter
- Replies: 30
- Views: 10127
Re: Belt saturation detector/counter
--> I DON'T UNDERSTAND, why is there a pause in the second case (middle circuit)? just missing a belt of the same color? Logically, belt length should not affect it. What can't I see? This is an interesting thing. Perhaps a bug, but I didn't report it, because I'm quite certain such behavior was al...
- Sun Oct 24, 2021 4:15 pm
- Forum: Combinator Creations
- Topic: Belt saturation detector/counter
- Replies: 30
- Views: 10127
Re: Belt saturation detector/counter
A "Saturation detector" would detect if a belt is not full (i.e. has gaps) which means that the source cannot fill a complete belt (assuming that the sink wants to consume a full belt). If you just want to see if a belt is saturated or not, you can use a simple line of lamps: out.gif 0eNr...
- Tue Oct 19, 2021 3:33 pm
- Forum: Ideas and Suggestions
- Topic: Add large arithmetic/decider combinator
- Replies: 6
- Views: 1367
Re: Add large arithmetic/decider combinator
Thought about this, and it boils down to the ability to have an "Each" wildcard as right operand of the arithmetic combinator that uses a second input. Each as right operand: Behavior: Values for the right operand are taken from a second pair (red+green) of input (not currently present). R...
- Mon Oct 18, 2021 6:11 pm
- Forum: Gameplay Help
- Topic: How many ticks does it takes for an item to move through a belt ?
- Replies: 15
- Views: 5890
Re: How many ticks does it takes for an item to move through a belt ?
Interesting topic, I never thought about the (obvious) fact that the outer lane of a corner is really longer, so it holds more items, and that this has real impact: Usually you never see it, since you always have about the same amount of left and right turns. 3AuCXM[1].jpg 0eNqlne1uG0cSRd+Fv+Vgpr+q2...
- Mon Oct 11, 2021 9:36 pm
- Forum: Gameplay Help
- Topic: Automatic building and protecting from deconstruction
- Replies: 2
- Views: 1576
Automatic building and protecting from deconstruction
I'm currently tinkering and creating blueprints for more automation of building and extending my base. If it comes to the railway, I want to create blueprints that include roboports along the track, so a swarm of construction robots is able to follow my blueprinting and build the track without me an...
- Sun Oct 10, 2021 7:04 pm
- Forum: Implemented in 2.0
- Topic: Being able to move map tags once placed
- Replies: 25
- Views: 7815
Re: Being able to move map tags once placed
+1 I'd like to be able to interact with a tag like this: left-click: edit tag properties (already works like this) right-click: take a copy of the tag in hand and remove it from the map. Can be placed or discarded like a tag that was created with the "create tag" button. Apply the mining d...
- Fri Oct 08, 2021 12:15 pm
- Forum: Gameplay Help
- Topic: Help needed regarding bus lanes
- Replies: 12
- Views: 4786
Re: Help needed regarding bus lanes
You might be able to shrink your bus design and thus make it more flexible by treating the earlier refined materials differently. Instead of starting the bus with an ore input and vast amount of factories with ore furnaces and creating everything down the bus, consider creating extra ore smelting fa...
- Wed Oct 06, 2021 6:50 pm
- Forum: General discussion
- Topic: The numbers on fluids
- Replies: 15
- Views: 5979
Re: The numbers on fluids
If there is a loop somewhere in the pipe system, so it's possible for steam (or fluid) to flow in a circle, strange things begin to happen, especially if a pump is within that circle. As far as I remember, a pumped fluid rather flows in circles instead of filling up a nearby tank. Which is according...
- Tue Oct 05, 2021 2:34 pm
- Forum: Gameplay Help
- Topic: Train and Inserter
- Replies: 9
- Views: 2791
Re: Train and Inserter
The assigned station, is for example the iron station, the train goes automatically to a free place, it stops at the traffic light, it is unloaded and the logistic circuit turns the traffic light green when the train is empty. This allows a large number of unloading station on a single station. Why...
- Tue Sep 28, 2021 12:00 pm
- Forum: Outdated/Not implemented
- Topic: Above 60 fps (120 or 144).
- Replies: 46
- Views: 21729
Re: time for >60fps
[...] and to reduce motion sickness. Is motion sickness with Factorio really an issue for you? Just curious and asking if this is a real thing for you with Factorio. I know motion sickness is very subjective and every case is different, however although I am very sensitive to motion sickness myself...
- Mon Sep 27, 2021 2:22 pm
- Forum: General discussion
- Topic: Nostalgia..
- Replies: 19
- Views: 5063
Re: Nostalgia..
I got Factorio after the 1.1 release and just pondered a few minutes how it would be if I had to harvest stuff from biters. There are pro and contra arguments, and in the end I feel it more a chore than a challenge, because it isn't possible to automate this task if harvested stuff was continually r...
- Fri Sep 24, 2021 12:21 pm
- Forum: Off topic
- Topic: [photos] Factorio in real life
- Replies: 153
- Views: 302316
Re: [photos] Factorio in real life
It's perhaps a strange analogy, but the animation of the electric mining drills always reminds me of mosquitos sucking blood:
https://www.youtube.com/watch?v=rD8SmacBUcU
https://www.youtube.com/watch?v=rD8SmacBUcU
- Tue Sep 21, 2021 1:19 pm
- Forum: General discussion
- Topic: My new PC (Specially ordered for Factorio)
- Replies: 22
- Views: 7718
Re: My new PC (Specially ordered for Factorio)
I seriously considered other (cheaper) Z590 boards but none of them offered 3 PCI-E x16 and 2 PCI-E x1 slots, a big plus for me for future upgrades. The only consumer (non-server) expansion cards that use x16 slots are graphics cards, and how many of them do you intend to add to your PC? Really mor...
- Tue Sep 21, 2021 11:26 am
- Forum: Ideas and Suggestions
- Topic: Dialect localisation
- Replies: 9
- Views: 2098
Re: Dialect localisation
From a programming point of view, adding support for dependent languages would be no additional permanent CPU requirement, if language support is already implemented as static dictionary with keyword -> text representation. Give every language a parent language. The "root" language is engl...
- Tue Sep 21, 2021 11:00 am
- Forum: General discussion
- Topic: My new PC (Specially ordered for Factorio)
- Replies: 22
- Views: 7718
Re: My new PC (Specially ordered for Factorio)
The mainboard is much too expensive - do you really need all the features it provides? Would you really use all of that? You can have the same chipset on mainboards with half the price. It doesn't contribute to performance - performance is mainly provided by CPU and GPU. The power supply is also too...
- Mon Sep 20, 2021 5:39 pm
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 73635
Re: All the different ways to increase the efficiency of a nuclear power plant
I understand now why it's necessary to separate the solar panels from the accumulators, and now I understand the left part of your power plant. However, I have no idea how to find out directly if the solar panel production is higher than the energy demand to connect the accumulators and at the same ...
- Mon Sep 20, 2021 4:59 pm
- Forum: Gameplay Help
- Topic: Blueprints import failure
- Replies: 6
- Views: 1825
Re: Blueprints import failure
Works for me. All of them. The direct blueprints as well as the pastbin-ones. It's some large railway-stuff in the blueprints. To use the blueprints, you need to use the import button. Not simply CTRL-V in a blueprint book. See the wiki: https://wiki.factorio.com/Blueprint#Importing.2FExporting_blue...
- Mon Sep 20, 2021 2:59 pm
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 73635
Re: All the different ways to increase the efficiency of a nuclear power plant
Yes, I pulled all my hair off while trying to balance the steam level in all the tanks. Impossible with that approach of having large turbine fields, so I added some more tanks than necessary. But gradual failing of turbines is not fatal, since it only comes to this if the power requirement is belo...