Search found 233 matches

by Selvek
Fri Oct 25, 2019 7:21 pm
Forum: General discussion
Topic: Lategame mining options are lacking
Replies: 129
Views: 11889

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: 507

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: 4190

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 around $70...
by Selvek
Tue Jul 23, 2019 5:01 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 45340

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-using rec...
by Selvek
Tue Jul 16, 2019 4:00 pm
Forum: Balancing
Topic: A Case for Balancing Nuclear Power
Replies: 83
Views: 4190

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 around $70...
by Selvek
Thu Jul 11, 2019 10:08 pm
Forum: Balancing
Topic: A Case for Balancing Nuclear Power
Replies: 83
Views: 4190

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 in the "e...
by Selvek
Mon Jul 01, 2019 6:06 pm
Forum: News
Topic: Friday Facts #301 - Crash site: First state
Replies: 52
Views: 8848

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: 2383

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: 2383

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: 2383

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: 195

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: 38
Views: 6836

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: 68
Views: 5169

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: 688

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: 403

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 ...
by Selvek
Wed Apr 24, 2019 6:05 pm
Forum: General discussion
Topic: Stack inserter bug, flawed design or is the current behavior the best possible?
Replies: 23
Views: 1499

Re: Stack inserter bug, flawed design or is the current behavior the best possible?

For example you could easily solve this with a few combinators. Is there a way to do this with combinators? The apparent use case is loading a train with filtered slots. Circuit network can see the number of a given type of items in a train car, but it can't (AFAIK) see the number of items that wou...
by Selvek
Wed Apr 17, 2019 7:37 pm
Forum: Not a bug
Topic: [0.17.31] Underground belt placement causes existing belts to disappear
Replies: 10
Views: 315

Re: [0.17.31] Underground belt placement causes existing belts to disappear

Rseding91 wrote:
Wed Apr 17, 2019 7:02 pm
Thanks for the report. As others have said: that's working as intended. The fast inserters aren't disappearing - they're going into your inventory.
It would be super sweet if they teleported onto the new underground belt instead of going into your inventory :)
by Selvek
Thu Apr 04, 2019 2:37 pm
Forum: General discussion
Topic: play now or wait? (stopped 2 years ago)
Replies: 7
Views: 833

Re: play now or wait? (stopped 2 years ago)

No, there's still (at least!) 0.18 with the finished campaign, maybe even more. Ooh that would be awesome to get more "new campaign" - I thought the NPE released with .17 was that but it's... well, a little lacking, and really shows off a totally different Factorio than the one most of us really pl...
by Selvek
Wed Apr 03, 2019 10:57 pm
Forum: General discussion
Topic: play now or wait? (stopped 2 years ago)
Replies: 7
Views: 833

Re: play now or wait? (stopped 2 years ago)

AFAIK the game is effectively feature-complete - I wouldn't expect anything significant to change with version 1.0 at this point. Mostly just bug fixes, possibly a few balance changes, but if I understand correctly 0.17 is basically going to become 1.0 once it's stable.
by Selvek
Mon Apr 01, 2019 3:49 pm
Forum: Gameplay Help
Topic: Effect Transmission Manufacturing
Replies: 8
Views: 431

Re: Effect Transmission Manufacturing

Are you looking for an item called "effect transmission"? The item in your crafting menu is called a "beacon" (I assume - I haven't gotten that far in .17, but I don't think it's changed.)

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