Search found 238 matches

by Selvek
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 ...
by Selvek
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.
by Selvek
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...
by Selvek
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...
by Selvek
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...
by Selvek
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...
by Selvek
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? :lol:
by Selvek
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 ...
by Selvek
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...
by Selvek
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 ...
by Selvek
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...
by Selvek
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!!!!!
by Selvek
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 ...
by Selvek
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...
by Selvek
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 ...
by Selvek
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.
by Selvek
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...
by Selvek
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

eradicator wrote: Tue Jun 11, 2019 11:23 am I hate bacon sandwich.
Mmmm.... making me hungry :)
by Selvek
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.
by Selvek
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 ...

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