Search found 814 matches
- Fri Dec 06, 2024 10:36 pm
- Forum: Gameplay Help
- Topic: Day-Night cycle times in Space Age and Solar Power
- Replies: 12
- Views: 7096
Re: Day-Night cycle times in Space Age and Solar Power
World:
Vulcanus:
Cycle time: 90 seconds
Solar Power: 400%
Energy storage required: 240kW * 90sec * 0.168 = 453,600/125 = 18144/5 = 3,628.8 kJ per panel
Ratio Acc/Panel: 3628.8/5000 = 36288/50000 = 2268/3125 = 0.72576
Exact ratio:
3125 Solar Panels
2268 Accumulators
This is incorrect according ...
- Wed Nov 13, 2024 6:38 pm
- Forum: Gameplay Help
- Topic: Solar Power in Space Age - Definitive Ratios for Planets, Qualities and Throughput-Limits
- Replies: 10
- Views: 20043
Re: Solar Power in Space Age - Definitive Ratios for Planets, Qualities and Throughput-Limits
Glad to see my hard work deriving the basic cases across the different planets has been noticed and expanded upon (I was rather surprised when I first went looking for that kind of information that there seemed to be just about nothing out there on it for Space Age).
Those charts are really nice (I ...
Those charts are really nice (I ...
- Tue Nov 12, 2024 6:13 pm
- Forum: Not a bug
- Topic: Electromagnetic Plant making Supercapacitors could draw fluid from network it was disconnected from
- Replies: 1
- Views: 234
Electromagnetic Plant making Supercapacitors could draw fluid from network it was disconnected from
So I somehow had an EM plant making Supercapacitors continue drawing Electrolyte from the nearby storage tank even after I removed the pipe connecting them and despite it having no other fluid connections (I had disconnected it because I was intending to let it run dry and then move the setup to ...
- Tue Nov 12, 2024 6:07 pm
- Forum: Not a bug
- Topic: [2.0.15-4]Holmium Solution and Electrolyte recipes allow quality
- Replies: 1
- Views: 316
[2.0.15-4]Holmium Solution and Electrolyte recipes allow quality
Apparently both Holmium Solution and Electrolyte allow the use of quality modules in them. The quality versions of the recipe also exist and can be selected when setting recipes for the applicable production structures, this, despite being fluids and clearly *not having quality* as is evidenced by ...
- Thu Oct 31, 2024 1:36 am
- Forum: Gameplay Help
- Topic: Day-Night cycle times in Space Age and Solar Power
- Replies: 12
- Views: 7096
Re: Day-Night cycle times in Space Age and Solar Power
Did some digging around in game files, and it appears the day-night cycle on Nauvis is, in fact, 420 seconds (60 seconds per minute times 7 minutes; each second is 60 ticks ofc).
This means the old calculations for solar-accumulator ratios are now slightly off.
I'm going to re-derive them in a way ...
This means the old calculations for solar-accumulator ratios are now slightly off.
I'm going to re-derive them in a way ...
- Wed Oct 30, 2024 6:50 pm
- Forum: Gameplay Help
- Topic: Day-Night cycle times in Space Age and Solar Power
- Replies: 12
- Views: 7096
Day-Night cycle times in Space Age and Solar Power
So I decided I wanted to calculate the correct solar-accumulator ratios for the other worlds (specifically interested in Vulcanus atm because I am in the process of establishing myself there), and I realized that there seems to be a small (but relevant) detail others have overlooked: Nauvis's day ...
- Sat Oct 19, 2024 4:17 pm
- Forum: News
- Topic: Friday Facts #433 - Liftoff Initiated
- Replies: 140
- Views: 32216
Re: Friday Facts #433 - Liftoff Initiated
I bought Factorio here and got a steam key later.
Can I buy Space age here and also play that on steam?
Please elaborate.
Thank you
Yes, if you buy Factorio: Space Age on our website, you will be able to redeem a Steam key from the profile page, same as with the base game.
I was looking ...
- Fri Feb 07, 2020 9:34 am
- Forum: Show your Creations
- Topic: Vanilla Empty Barrel "Handling" (New ideas needed)
- Replies: 3
- Views: 3611
Re: Vanilla Empty Barrel "Handling" (New ideas needed)
I don't understand why you have so many empty barrels you need to get rid of. What are you doing that leaves you with tons of empty barrels?? They are reusable for fluid transportation (just set up your trains so that they take the empties back with them; lots of ways to do that).
- Mon Jan 20, 2020 5:57 pm
- Forum: Gameplay Help
- Topic: Clarification of fluid mechanics
- Replies: 5
- Views: 2269
Re: Clarification of fluid mechanics
Sounds like you would have the same problem as with vanilla Advanced oil processing and backlogging (aka back-pressure) due to too much Heavy oil/Light oil. The solution is more or less the same. A little bit a circuit network controls to shut-off/activate production so as to avoid backlogging. I ...
- Mon Jan 20, 2020 5:43 pm
- Forum: General discussion
- Topic: Playing with biters
- Replies: 12
- Views: 4663
Re: Playing with biters
I mostly play on default settings (and if it's not 100% default, the most common thing I change is starting area size down to minimum). I still manage to not spend ~50% of my time on biters (more like 20-30% maybe less if I didn't shrink the starting area). To be fair, I'm not all that quick at ...
- Tue Jan 14, 2020 12:13 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: My giand botbased botbase :)
- Replies: 2
- Views: 3333
Re: My giand botbased botbase :)
You may be able to substantially cut down on the UPS impact of your bots by modularizing your setup and using trains to connect the production blocks to each other. It's a concept I've been theorycrafting on for a while (the real art is deciding what things to group together into the each production ...
- Mon Jan 13, 2020 11:54 pm
- Forum: Gameplay Help
- Topic: Question on Depot
- Replies: 12
- Views: 5779
Re: Question on Depot
Congrats, you just learned part of why people use 'stackers' for busy rail stations.
- Sun Dec 22, 2019 5:33 am
- Forum: General discussion
- Topic: There is something wrong with music
- Replies: 30
- Views: 14667
Re: There is something wrong with music
You can just put the music volume slider under sound settings all the way to the left and voila, no more music sound. Then use steam music player or whatever else you like to play music on your PC with to play what you want to listen to while playing. Most of my 1400ish hours spent on this game I've ...
- Sun Nov 10, 2019 7:42 am
- Forum: Gameplay Help
- Topic: No Oil Reserves
- Replies: 3
- Views: 2086
Re: No Oil Reserves
On default settings, there is usually an oil patch within a Radar's reveal range of where you spawned. If you have a Radar down and the revealed map is a square and doesn't change from that in ~30 seconds, then your Radar has surveyed as much of the map as it will. If you need it ASAP, doing some ...
- Sun Nov 10, 2019 7:33 am
- Forum: Balancing
- Topic: Gun turret range
- Replies: 21
- Views: 10959
Re: Gun turret range
Yall are missing the 'real' obvious problem: The gun turret has a mere 400 hp, the laser turret has 1000, and flamethrower turret has 1200. The issue is it's lack of durability. This is why I've wished that they added an 'Armoured gun turret' to the game, which had the same gun, but more hp (and ...
- Fri Nov 08, 2019 10:33 pm
- Forum: General discussion
- Topic: Thinking of getting the game if there is ever some type of steam sale for the game.
- Replies: 12
- Views: 8367
Re: Thinking of getting the game if there is ever some type of steam sale for the game.
Put it on your Christmas list, someone might get it for you for Christmas.desired799 wrote: Thu Nov 07, 2019 3:04 pm Well, I had a need for this thread and that's all that matters. Not buying the game though, I mostly just play free games like TF2. If I ever have some money to spend, sure. Thanks for the information guys!
- Fri Nov 08, 2019 10:14 pm
- Forum: General discussion
- Topic: What i wish
- Replies: 9
- Views: 4186
Re: What i wish
I agree that the way *no* assembling machines have a 1x rate is an unnecessary complication. Though if you're using assembler 3s you're probably using modules and beacons anyway - without modules I think assembler 2s make more sense. 0.5/1/1.5 or even 0.5/1/2 would be good speeds.
You can ...
- Fri Nov 08, 2019 10:08 pm
- Forum: General discussion
- Topic: Niggles and nitpicking - player preferences
- Replies: 66
- Views: 24587
Re: Niggles and nitpicking - player preferences
No, your smeltery setup is not quite like mine. (also, Inserter position for the one next to Long handed inserter appears backwards?) I have the fuel in the center, and ore on it's own belt on the side, right next to the ore belt is the outgoing belt for plates. To deal with the fact that inserters ...
- Fri Nov 08, 2019 9:49 pm
- Forum: Balancing
- Topic: Difficulty setting to scale science costs/alter mid-game tedium
- Replies: 21
- Views: 9661
Re: Difficulty setting to scale science costs/alter mid-game tedium
~snip~
Keep in mind, there are all of about a dozen techs that only take R science, but something like 40+ that take R+G and most of the R only are really cheap (10 packs or 20 or 30). You're meant to spend far more timing researching all those R+G (or at least most of them) before you get into ...
- Wed Nov 06, 2019 9:36 pm
- Forum: General discussion
- Topic: Niggles and nitpicking - player preferences
- Replies: 66
- Views: 24587
Re: Niggles and nitpicking - player preferences
I don't build the typical style of early smeltery (ore and coal on same belt), instead I have a dedicated coal line, ore line, and plate output line. This requires long-handed inserters, but means I can run a full double-sided belt of ore through my smeltery (or at least almost full, because I don't ...