Search found 24 matches
- 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: 20928
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 ...
- Sun Mar 26, 2023 7:29 am
- Forum: Gameplay Help
- Topic: Does fluid/electricity flickering affect ups?
- Replies: 8
- Views: 2085
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 ...
- Sat Mar 25, 2023 6:48 am
- Forum: Gameplay Help
- Topic: Does fluid/electricity flickering affect ups?
- Replies: 8
- Views: 2085
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.
Nice trick with chest, but at this point you can as well just use 2-3 deciders.
- Fri Mar 24, 2023 7:41 pm
- Forum: Gameplay Help
- Topic: Does fluid/electricity flickering affect ups?
- Replies: 8
- Views: 2085
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.
Same for electricity with accumulators.
- Thu Mar 23, 2023 8:17 am
- Forum: Gameplay Help
- Topic: How to build ghosts immediately in sandbox/editor?
- Replies: 3
- Views: 3766
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.
Somehow I didn't test building in editor, thought it was the same as in the sandbox.
- Thu Mar 23, 2023 3:31 am
- Forum: Gameplay Help
- Topic: How to build ghosts immediately in sandbox/editor?
- Replies: 3
- Views: 3766
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?
Just saw this - https://youtu.be/zJBvw28bQu0?t=1655 , how did he make it built after placing ghost copy?
- Mon Mar 20, 2023 8:23 am
- Forum: Gameplay Help
- Topic: Do biters expand only in explored area?
- Replies: 3
- Views: 3377
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.
- Mon Mar 20, 2023 2:32 am
- Forum: Gameplay Help
- Topic: Do biters expand only in explored area?
- Replies: 3
- Views: 3377
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?
- 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: 11440
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 ...
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 ...
- 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: 11440
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 ...
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 ...
- 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: 11440
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 ...
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 ...
- Wed Mar 15, 2023 7:06 pm
- Forum: Gameplay Help
- Topic: Iron:Copper:Coal ratio on map
- Replies: 2
- Views: 1192
Re: Iron:Copper:Coal ratio on map
Great info, exactly what I needed.
- Wed Mar 15, 2023 6:02 am
- Forum: Gameplay Help
- Topic: Iron:Copper:Coal ratio on map
- Replies: 2
- Views: 1192
Iron:Copper:Coal ratio on map
Is there any data about how these resources are distributed with default settings?
Are they 1 : 1 : 1 ?
Are they 1 : 1 : 1 ?
- Wed Mar 15, 2023 4:22 am
- Forum: Gameplay Help
- Topic: Iron stick to rail production ratio
- Replies: 2
- Views: 1112
Re: Iron stick to rail production ratio
Messed up rails production and consumption, thanks.
- Wed Mar 15, 2023 1:53 am
- Forum: Gameplay Help
- Topic: Iron stick to rail production ratio
- Replies: 2
- Views: 1112
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 ...
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 ...
- Tue Mar 07, 2023 6:00 pm
- Forum: Ideas and Requests For Mods
- Topic: "Demands"
- Replies: 13
- Views: 3311
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 ...
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 ...
- Tue Mar 07, 2023 5:39 pm
- Forum: Ideas and Requests For Mods
- Topic: "Demands"
- Replies: 13
- Views: 3311
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 "something ...
- Tue Mar 07, 2023 4:18 pm
- Forum: Ideas and Requests For Mods
- Topic: "Demands"
- Replies: 13
- Views: 3311
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 what ...
- Tue Mar 07, 2023 4:08 pm
- Forum: Ideas and Requests For Mods
- Topic: "Demands"
- Replies: 13
- Views: 3311
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), then press ...
- Tue Mar 07, 2023 12:52 pm
- Forum: Ideas and Requests For Mods
- Topic: "Demands"
- Replies: 13
- Views: 3311
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 ...