Search found 238 matches
- Wed Nov 15, 2023 6:12 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 69977
Re: Friday Facts #384 - Combinators 2.0
Beautiful! I've always hated how non-intuitive it is to build something as simple as a basic logic gate. This is so much cleaner! And thank you for adding COMMENTS, CompSci101 teachers everywhere thank you. One final improvement please - remove the extraneous red and green wires from the combinator ...
- Tue Jan 12, 2021 10:24 pm
- Forum: Not a bug
- Topic: [1.0] Productiviy 3 Centrifuge Wrong Values
- Replies: 3
- Views: 1463
Re: [1.0] Productiviy 3 Centrifuge Wrong Values
Let me get this straight...
Pollution is actually a "per power" number. So, power usage increases by +160% and (pollution per watt) increases by +20%. So, NaB, but also kinda misleading/confusing in the info card for the module.
Pollution is actually a "per power" number. So, power usage increases by +160% and (pollution per watt) increases by +20%. So, NaB, but also kinda misleading/confusing in the info card for the module.
- Fri Nov 20, 2020 5:06 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 108175
Re: Friday Facts #363 - 1.1 is getting close
Any plans to update the color picker GUI? RGB selection with no "built in" or "favorite" color options means you basically have to copy paste to get entity colors to match (or memorize 3 numbers for every color you like...) IMO Factorio should use a color picker window similar to...
- Sun Mar 01, 2020 2:40 pm
- Forum: Ideas and Suggestions
- Topic: Simplify barrel recipes.
- Replies: 11
- Views: 3577
Re: Simplify barrel recipes.
I think it comes down to how the logic preventing fluid mixing works. AFAIK, which fluid is in a given pipe is defined by what producers and consumers are connected to it, and as soon as a pipe section has a fluid defined, you can no longer connect to pipes containing another fluid. So, if the recip...
- Thu Feb 20, 2020 6:27 pm
- Forum: Gameplay Help
- Topic: Logistics in Vanila game
- Replies: 9
- Views: 3406
Re: Logistics in Vanila game
The idea is that personal logistics are unlocked first, and logistics for the factory are unlocked later. With only provider chests, you can set up systems to provide the player with required items. The logistic storage chests also let you use the logistics trash slots. Later, when you unlock reques...
- Fri Oct 25, 2019 7:21 pm
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 44979
Re: Lategame mining options are lacking
In a way, there are significant late game mining changes! Mining phases: 1) Hand placed burner miners, belt to smelters 2) Hand placed electric miners, belt to smelters 3) Replace belts with trains 4) Create a small miner blueprint and a train loading blueprint, manually connect together 5) Create a...
- Tue Sep 17, 2019 4:19 pm
- Forum: Gameplay Help
- Topic: Safe way to combine manual and automatic trains?
- Replies: 11
- Views: 3994
Re: Safe way to combine manual and automatic trains?
Hmm... sounds to me like the problem here is that you're not a good enough driver I mean, hey, that's what "manual" means, right?
- Tue Jul 23, 2019 5:04 pm
- Forum: Balancing
- Topic: A Case for Balancing Nuclear Power
- Replies: 83
- Views: 32197
Re: A Case for Balancing Nuclear Power
I ran my 600SPM "mini-mega-base" on nuclear with zero UPS issues. The thought of running around placing enough solar panels to compete was horrifying. How is that possible? Do you have PC Gamer Magazine's large pixel collider? Nope. I have a stock Dell that I bought maybe 4 years ago for ...
- Tue Jul 23, 2019 5:01 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 242762
Re: Friday Facts #304 - Small bugs; Big changes
Possible alternative to simplifying the oil processing recipe: Add an "overflow oil burner" (flare stack, but for fluid). It should have an circuit connection to enable/disable. 1) Solves the need to constantly store extra light/heavy oil before cracking is researched 2) Lets the other oil...
- Tue Jul 16, 2019 4:00 pm
- Forum: Balancing
- Topic: A Case for Balancing Nuclear Power
- Replies: 83
- Views: 32197
Re: A Case for Balancing Nuclear Power
I ran my 600SPM "mini-mega-base" on nuclear with zero UPS issues. The thought of running around placing enough solar panels to compete was horrifying. How is that possible? Do you have PC Gamer Magazine's large pixel collider? Nope. I have a stock Dell that I bought maybe 4 years ago for ...
- Thu Jul 11, 2019 10:08 pm
- Forum: Balancing
- Topic: A Case for Balancing Nuclear Power
- Replies: 83
- Views: 32197
Re: A Case for Balancing Nuclear Power
I ran my 600SPM "mini-mega-base" on nuclear with zero UPS issues. The thought of running around placing enough solar panels to compete was horrifying. I would guess that despite the image this forum projects, relatively few people get to the stage where UPS becomes the limiting factor. And...
- Mon Jul 01, 2019 6:06 pm
- Forum: News
- Topic: Friday Facts #301 - Crash site: First state
- Replies: 52
- Views: 29080
Re: Friday Facts #301 - Crash site: First state
Mod increases the number of enemies in the game by 3 orders of magnitude:
Every other dev: "You're crazy, be more careful with your mods"
Factorio dev: "OPTIMIZEEEE!!!!!
Every other dev: "You're crazy, be more careful with your mods"
Factorio dev: "OPTIMIZEEEE!!!!!
- Thu Jun 27, 2019 3:37 pm
- Forum: General discussion
- Topic: Module Production: To beacon or not to beacon?
- Replies: 26
- Views: 10843
Re: Module Production: To beacon or not to beacon?
I'm specifically NOT ignoring space - yes, it's infinite in theory, but the realities of laying out a megabase mean space is relevant (especially if you have to clear biters and wall-off your area). Power may also be relevant, I just didn't get around to doing the power calculations :) The argument ...
- Wed Jun 26, 2019 3:25 pm
- Forum: General discussion
- Topic: Module Production: To beacon or not to beacon?
- Replies: 26
- Views: 10843
Re: Module Production: To beacon or not to beacon?
Ok, here we go. The semi-exhaustive calculation! I considered assembler 3 setups with each type of modules, then S3 modules and beacons. I found the number of assemblers required to produce one T3 module per second using the factorio calculator at https://kirkmcdonald.github.io/calc.html Only the as...
- Tue Jun 25, 2019 7:13 pm
- Forum: General discussion
- Topic: Module Production: To beacon or not to beacon?
- Replies: 26
- Views: 10843
Re: Module Production: To beacon or not to beacon?
I did some more math, and on second thought, benefits of beaconing are not so obvious. Optimal layout being a mille-feuille one row of beacons with speed modules and one row of assembling machine 3 (with prod modules if the recipe allows it), for high number of layers of this kind of sandwich, the ...
- Mon Jun 24, 2019 8:13 pm
- Forum: Ideas and Suggestions
- Topic: Manual Science
- Replies: 3
- Views: 1604
Re: Manual Science
Sounds like an excellent candidate for you to build your own mod.
- Wed Jun 19, 2019 6:15 pm
- Forum: General discussion
- Topic: Why i will never play 0.17
- Replies: 45
- Views: 22009
Re: Why i will never play 0.17
It is a pain in the rear to click it without scrolling accidentally up or down. while i agree with you on the fluid stuff ( i like your response to your own thread, especially the waterfall analogy), i really have to ask: is your mouse 10 years old, or did it come with a completed sticker bonus car...
- Thu Jun 13, 2019 7:59 pm
- Forum: General discussion
- Topic: Challenge: maximum net energy from a blue belt of coal
- Replies: 71
- Views: 28225
Re: Challenge: maximum net energy from a blue belt of coal
Mmmm.... making me hungry
- Tue May 14, 2019 6:43 pm
- Forum: Gameplay Help
- Topic: Why can't I place a rail signal on this diagonal rail?
- Replies: 8
- Views: 3303
Re: Why can't I place a rail signal on this diagonal rail?
What happens if you continue that diagonal section with more straight track, rather than curves? I wonder if it has something to do with the curves encroaching on it.
- Mon May 06, 2019 10:05 pm
- Forum: Balancing
- Topic: Make defense require more resources
- Replies: 5
- Views: 3169
Re: Make defense require more resources
On my deathworld, I'm struggling to produce enough resources to keep up with the constant ammo demand... hoping that I can get partially switched over to lasers sometime soon so that I might have a chance to free up some resources to afford some real science throughput :lol: It probably didn't help ...