Search found 89 matches

by saturn7
Fri Sep 22, 2023 6:48 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 227
Views: 68688

Re: Friday Facts #377 - New new rails

Did you ever consider removing the restriction that rails needed to be aligned to the 2x2 grid, so blueprints with rails could be moved by a single tile?
by saturn7
Wed Jan 17, 2018 12:43 pm
Forum: General discussion
Topic: Train Multiplexing Math
Replies: 2
Views: 1926

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...
by saturn7
Sun Aug 13, 2017 3:09 am
Forum: General discussion
Topic: What is everyone's preferred train size
Replies: 70
Views: 54359

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.
by saturn7
Mon Jul 31, 2017 7:36 pm
Forum: General discussion
Topic: Life in times of uranium shortage
Replies: 10
Views: 5613

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.
by saturn7
Fri Jul 21, 2017 4:10 pm
Forum: General discussion
Topic: Landfill doesn't fit surrounding terrain (v0.15.30)
Replies: 2
Views: 2151

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.
by saturn7
Mon Jul 10, 2017 3:59 pm
Forum: General discussion
Topic: The fastest way for closing lake ?
Replies: 17
Views: 9049

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...
by saturn7
Wed Jun 07, 2017 8:59 pm
Forum: General discussion
Topic: how long does 'experimental' take?
Replies: 13
Views: 5201

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.
by saturn7
Fri Jun 02, 2017 7:23 am
Forum: Gameplay Help
Topic: White science packs in 15.18?
Replies: 6
Views: 3929

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.
by saturn7
Tue May 23, 2017 7:42 pm
Forum: General discussion
Topic: Average Gameplay Session Length
Replies: 8
Views: 4471

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 :)
by saturn7
Tue May 23, 2017 3:51 pm
Forum: General discussion
Topic: can we have superstructure (wonder)
Replies: 6
Views: 2693

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.
by saturn7
Fri May 19, 2017 10:37 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 168890

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...
by saturn7
Wed May 17, 2017 7:48 pm
Forum: Gameplay Help
Topic: Pave around water / is there a mod?
Replies: 12
Views: 22606

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...
by saturn7
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: 6911

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...
by saturn7
Mon May 15, 2017 12:06 pm
Forum: General discussion
Topic: question about 0.15
Replies: 7
Views: 3086

Re: question about 0.15

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...
by saturn7
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: 6911

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.

Edit: Added screenshots
by saturn7
Sun May 14, 2017 12:01 pm
Forum: Ideas and Suggestions
Topic: Atomic Bomb
Replies: 6
Views: 3168

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.
by saturn7
Sun May 14, 2017 11:55 am
Forum: Gameplay Help
Topic: How to delete empty blueprint?
Replies: 7
Views: 10083

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, ...
by saturn7
Fri May 12, 2017 11:24 am
Forum: Ideas and Suggestions
Topic: Electric Heater
Replies: 5
Views: 3120

Re: Electric Heater

And you could use heater-tank-engine as an accumulator replacement, so it has other uses :)
by saturn7
Fri May 12, 2017 11:20 am
Forum: Ideas and Suggestions
Topic: Iron Stick... Just remove please
Replies: 17
Views: 7143

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 :)
by saturn7
Fri May 12, 2017 9:48 am
Forum: Gameplay Help
Topic: What type of train network to build around? (train size)
Replies: 10
Views: 7395

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...

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