Search found 24 matches

by Qilili
Sun Mar 26, 2023 8:16 am
Forum: Energy Production
Topic: [13.9+] Cheap no-power hysteresis in 4x4 space using belts
Replies: 8
Views: 19115

Re: [13.9+] Cheap no-power hysteresis in 4x4 space using belts

If you use Express Belts for the contraption, and put three items into it (as advised), then the trigger signal needs to be at least 4 ticks long for it to reliably switch states. With 3 ticks it sometimes works, with 2 ticks it always fails. If you use slower belts you need even longer signals. So...
by Qilili
Sun Mar 26, 2023 7:29 am
Forum: Gameplay Help
Topic: Does fluid/electricity flickering affect ups?
Replies: 8
Views: 1320

Re: Does fluid/electricity flickering affect ups?

Separating networks and occasionally (less than once a second) switching off inactive parts of a factory might improve UPS, because unpowered entities might go to sleep and not consume any CPU on update I remember reading recently that it is opposite, unpowered entities are not sleeping because the...
by Qilili
Sat Mar 25, 2023 6:48 am
Forum: Gameplay Help
Topic: Does fluid/electricity flickering affect ups?
Replies: 8
Views: 1320

Re: Does fluid/electricity flickering affect ups?

So, the answer is "fluid may be not (it is already always moving), electricity most likely yes" (affects ups)


Nice trick with chest, but at this point you can as well just use 2-3 deciders.
by Qilili
Fri Mar 24, 2023 7:41 pm
Forum: Gameplay Help
Topic: Does fluid/electricity flickering affect ups?
Replies: 8
Views: 1320

Does fluid/electricity flickering affect ups?

If you use circuit network conditions to change active volume without buffering, like "if tank > 20K : enable pump" and fluid will go back-and-forth fast around this number, does it have any negative consequences? Besides "not pretty".

Same for electricity with accumulators.
by Qilili
Thu Mar 23, 2023 8:17 am
Forum: Gameplay Help
Topic: How to build ghosts immediately in sandbox/editor?
Replies: 3
Views: 1594

Re: How to build ghosts immediately in sandbox/editor?

Thanks, it seems like some fast bots, but I found that /editor is exactly what I wanted.

Somehow I didn't test building in editor, thought it was the same as in the sandbox.
by Qilili
Thu Mar 23, 2023 3:31 am
Forum: Gameplay Help
Topic: How to build ghosts immediately in sandbox/editor?
Replies: 3
Views: 1594

How to build ghosts immediately in sandbox/editor?

I always wanted to me able to build ghosts/remove built items in sandbox for testing or making blueprints.

Just saw this - https://youtu.be/zJBvw28bQu0?t=1655 , how did he make it built after placing ghost copy?
by Qilili
Mon Mar 20, 2023 8:23 am
Forum: Gameplay Help
Topic: Do biters expand only in explored area?
Replies: 3
Views: 1037

Re: Do biters expand only in explored area?

Found that there are show-enemy-expansion-candidate-chunks and show-enemy-expansion-candidate-chunks-values in F4, though they are more about proximity to nests.
by Qilili
Mon Mar 20, 2023 2:32 am
Forum: Gameplay Help
Topic: Do biters expand only in explored area?
Replies: 3
Views: 1037

Do biters expand only in explored area?

As I understand, biters expand only once per 4-60 minutes. Which is on the lower side, given that the map is huge. Do the only expend on the explored terrain?
by Qilili
Sun Mar 19, 2023 1:42 pm
Forum: General discussion
Topic: Can't understand hate for handcrafting and love for early malls
Replies: 27
Views: 6896

Re: Can't understand hate for handcrafting and love for early malls

Sorry for mass-quoting, just want to make clear where I am coming from Handcrafting is slow No, handcrafting is not slow, it is very fast. you can forgot something You handcraft when you forgot something. If you run out of mats, which happens, you just go to pick them up, you can have several places...
by Qilili
Sun Mar 19, 2023 7:08 am
Forum: General discussion
Topic: Can't understand hate for handcrafting and love for early malls
Replies: 27
Views: 6896

Re: Can't understand hate for handcrafting and love for early malls

I consider gears and circuits to be mats that you should always have, you already produce them in large quantities. This is my earlygame mall (up to red circuits), everything else is always handcrafted. Even pipes and ammo usually handcrafted. And when I see other peoples malls I feel confused. 1.jpg
by Qilili
Sat Mar 18, 2023 4:06 am
Forum: General discussion
Topic: Can't understand hate for handcrafting and love for early malls
Replies: 27
Views: 6896

Can't understand hate for handcrafting and love for early malls

The only things you need early mid game in very large quantities are belts and rails. Everything else can be made from mats almost instantly. Why do I need setting up inserters/splitters/palls/etc production when I can right click several times and handcraft them enough for everything but late game ...
by Qilili
Wed Mar 15, 2023 7:06 pm
Forum: Gameplay Help
Topic: Iron:Copper:Coal ratio on map
Replies: 2
Views: 820

Re: Iron:Copper:Coal ratio on map

Great info, exactly what I needed.
by Qilili
Wed Mar 15, 2023 6:02 am
Forum: Gameplay Help
Topic: Iron:Copper:Coal ratio on map
Replies: 2
Views: 820

Iron:Copper:Coal ratio on map

Is there any data about how these resources are distributed with default settings?

Are they 1 : 1 : 1 ?
by Qilili
Wed Mar 15, 2023 4:22 am
Forum: Gameplay Help
Topic: Iron stick to rail production ratio
Replies: 2
Views: 684

Re: Iron stick to rail production ratio

Messed up rails production and consumption, thanks.
by Qilili
Wed Mar 15, 2023 1:53 am
Forum: Gameplay Help
Topic: Iron stick to rail production ratio
Replies: 2
Views: 684

Iron stick to rail production ratio

I noticed that in a lot of purple science blueprints stick to rail ratio is 2:3 https://imgur.com/7IZV3TN https://i.imgur.com/42RoMSi.jpeg https://imgur.com/GEtJ6Ck Shouldn't it be 1:1? 2 every 0.5 seconds for both. Not all blueprints, some are 1:1, so I am not sure who is wrong here. I just want to...
by Qilili
Tue Mar 07, 2023 6:00 pm
Forum: Ideas and Requests For Mods
Topic: "Demands"
Replies: 13
Views: 2202

Re: "Demands"

Time-period should also be random! 60 min is default, but you can set min and max for rand(min, max). It is like Randy Random in RimWorld. Nothing ... nothing ... and then bum! Make shitload of items! Or several in quick succession, and it will kill you if you are not prepared. Oh my god, I literall...
by Qilili
Tue Mar 07, 2023 5:39 pm
Forum: Ideas and Requests For Mods
Topic: "Demands"
Replies: 13
Views: 2202

Re: "Demands"

Have you looked at what DaveMcW said? Does it meet what you are looking for? This is already in the game as the "Supply challenge" scenario. Supply Challenge is a small subset of what is needed. It has no customization and no randomness. It is just a Scenario. But yes, it is "somethi...
by Qilili
Tue Mar 07, 2023 4:18 pm
Forum: Ideas and Requests For Mods
Topic: "Demands"
Replies: 13
Views: 2202

Re: "Demands"

But what will happen if don't? Air strike, bitter attack from range X? I have suggested a volcano for this. Thanks for link, that thread shows that this is a long needed mod. There is no need to over-complicate here, just let game make us "do x items" with some progression, that's all wha...
by Qilili
Tue Mar 07, 2023 4:08 pm
Forum: Ideas and Requests For Mods
Topic: "Demands"
Replies: 13
Views: 2202

Re: "Demands"

Now for the sake of "Immersion" how should the "Supplies" be delivered to said overlords? It is interesting question, right now I imaging 3 possible solutions (I don't know factorio api so I have now idea what is possible): 1) you can put them into some chest (all at once or not...
by Qilili
Tue Mar 07, 2023 12:52 pm
Forum: Ideas and Requests For Mods
Topic: "Demands"
Replies: 13
Views: 2202

Re: "Demands"

what would the mathematical formulas look like? Also should there be ever changing demands that must be met, and at what times should they come? I presume the "Timing" thing might be directly tied to current science level, or do you want it to be on RAW time? There should be option to set...

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