## Search found 88 matches

Wed Jan 17, 2018 12:43 pm
Forum: General discussion
Topic: Train Multiplexing Math
Replies: 2
Views: 783

### Re: Train Multiplexing Math

I'm not sure your logic is correct. For example, when train 2 would go to destination 2, you compute 0 crossings. However if train 1 would go to destionation 3, train 2 would have a crossing nonetheless. How I would calculate it: Suppose you have n trains and n destinations. The probability that two...
Sun Aug 13, 2017 3:09 am
Forum: General discussion
Topic: What is everyone's preferred train size
Replies: 70
Views: 13478

### Re: What is everyone's preferred train size

1-2-1 at the beginning, usually with single tracks for each ore patch. Later, I build a centralized station with loops, and slowly phase to 2-4 trains.
Mon Jul 31, 2017 7:36 pm
Forum: General discussion
Topic: Life in times of uranium shortage
Replies: 10
Views: 2453

### Re: Life in times of uranium shortage

Since alien bases are already as packed as possible, but resources become better the further you go away from spawn, I would try to push as far as possible in one direction, and then scout from there.
Fri Jul 21, 2017 4:10 pm
Forum: General discussion
Topic: Landfill doesn't fit surrounding terrain (v0.15.30)
Replies: 2
Views: 870

### Re: Landfill doesn't fit surrounding terrain (v0.15.30)

I think landfill is grass only. Only grass has a tile transition to water, see https://www.factorio.com/blog/post/fff-199.
Mon Jul 10, 2017 3:59 pm
Forum: General discussion
Topic: The fastest way for closing lake ?
Replies: 17
Views: 3070

### Re: The fastest way for closing lake ?

You can blueprint landfill? It used to be possible to do that, but the devs changed it because they don't want you to abuse landfills or something like that. The reason they disabled it is because it was bugged. The bots left holes and landfill blueprints remained on land. They said maybe in the fu...
Wed Jun 07, 2017 8:59 pm
Forum: General discussion
Topic: how long does 'experimental' take?
Replies: 13
Views: 1822

### Re: how long does 'experimental' take?

It changes to stable when the devs are happy to call it stable (i.e. most bugs fixed, no pending issues). I'd except a stable version a few weeks from now on.
Fri Jun 02, 2017 7:23 am
Forum: Gameplay Help
Topic: White science packs in 15.18?
Replies: 6
Views: 1211

### Re: White science packs in 15.18?

Before, there was an output slot always visible. However people put satellites in there (instead of the satellite slot, which was already only visible once the rocket is ready), thus blocking the output slot. So to prevent this, the output slot is only visible if there is actually some output.
Tue May 23, 2017 7:42 pm
Forum: General discussion
Topic: Average Gameplay Session Length
Replies: 8
Views: 1331

### Re: Average Gameplay Session Length

Around 2-3 hours, normally. But sometimes the flow gets me, and I'll play Factorio all day. After a patch, I'll think of Factorio a lot for 2-3 weeks, but then other things take over
Tue May 23, 2017 3:51 pm
Forum: General discussion
Topic: can we have superstructure (wonder)
Replies: 6
Views: 858

### Re: can we have superstructure (wonder)

The rocket actually is the superstrucutre. But something a few magnitudes more expensive and bigger would be nice; the infinite research is nice, but a bit lackluster at moment.
Fri May 19, 2017 10:37 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 63286

### Re: Friday Facts #191 - Gui improvements

As a long term player, I fully agree with the suggestions, and I'd like to have the new GUI rather now than later :) The suggestions make an already very polished GUI even better. The only really quirky thing at the moments are blueprints. Among other things it's not possible to show the inventory a...
Wed May 17, 2017 7:48 pm
Forum: Gameplay Help
Topic: Pave around water / is there a mod?
Replies: 12
Views: 18307

### Re: Pave around water / is there a mod?

You can remove the restriction for concrete placement in the lua files (I did it once, but I forget where exactly, I can search for it if you want); I don't know if there is a mod that does that. However placing concrete next to water sometimes bugs the water edge; the problem is that Factorio handl...
Mon May 15, 2017 3:50 pm
Forum: Gameplay Help
Topic: Are pumps on both sides of liquid wagon supposed to work?
Replies: 10
Views: 1553

### Re: Are pumps on both sides of liquid wagon supposed to work?

I don't think that chaining pumps makes any sense. If you don't do that, the unloading is more more slower. Actually, if I understand Factorio liquid physics correctly, inserting a single pipe segment between two pumps should not affect pumping speed. Pump moves 200 liquid per tick, which is exactl...
Mon May 15, 2017 12:06 pm
Forum: General discussion
Replies: 7
Views: 966

Suppose you have a missile with an explosion radius (35) greater than your shooting range (25), and it kills everything inside that radius, so you actually have to run away hard after shooting it. And supppose you have 200 (or as much as you like, really) combat robots that do twice as much damage a...
Mon May 15, 2017 10:31 am
Forum: Gameplay Help
Topic: Are pumps on both sides of liquid wagon supposed to work?
Replies: 10
Views: 1553

### Re: Are pumps on both sides of liquid wagon supposed to work?

To make the transfer very fast, connect each segment of the liquid wagon to it's own storage tank via a pump. You can also chain pumps (but don't use pipes in between). It should only take a 2-3 seconds to drain/fill the wagon that way.

Sun May 14, 2017 12:01 pm
Forum: Ideas and Suggestions
Topic: Atomic Bomb
Replies: 6
Views: 831

### Re: Atomic Bomb

The factorio character is obviously immune to radiation, as he can carry around nuclear waste without problems. Aliens are probably immune too, so they don't care about atomic bombs as much as for example about flame throwers burning their precious forests.
Sun May 14, 2017 11:55 am
Forum: Gameplay Help
Topic: How to delete empty blueprint?
Replies: 7
Views: 6341

### Re: How to delete empty blueprint?

The whole blueprint system is clunky and not very intuitive anyway now, as it's a mix between the old item-based system, and the new library system (and there are two library pages with slightly different aspects). But still, it's an improvement :) I hope the devs will improve things at some point, ...
Fri May 12, 2017 11:24 am
Forum: Ideas and Suggestions
Topic: Electric Heater
Replies: 5
Views: 775

### Re: Electric Heater

And you could use heater-tank-engine as an accumulator replacement, so it has other uses
Fri May 12, 2017 11:20 am
Forum: Ideas and Suggestions
Topic: Iron Stick... Just remove please
Replies: 17
Views: 2232

### Re: Iron Stick... Just remove please

I agree, iron sticks don't really have a purpose in the game, except at being annoying. Some people like tons of intermediate products, but some mods scratch that itch much more than vanilla.

But maybe I'm biased in that I don't really like intermediate products with only few uses
Fri May 12, 2017 9:48 am
Forum: Gameplay Help
Topic: What type of train network to build around? (train size)
Replies: 10
Views: 3401

### Re: What type of train network to build around? (train size)

To begin I use double headed trains with 2 wagons (1-2-1). They are easy to set up and have enough capacity for short routes, and it's easy to run different trains for iron/copper/oil. Once I get outposts farther away and a higher resource demand (say >5k iron/minute) and robots sort the ores, I wil...
Fri May 12, 2017 7:29 am
Forum: Gameplay Help
Topic: Kovarex enrichment question
Replies: 2
Views: 396

### Re: Kovarex enrichment question

For me, it's more interesting that way. You have to do some wiring, use filter inserters or something (and there are many ways to do it, and it's not hard), compared to just letting it run as every other machine.