Search found 84 matches

by jcranmer
Thu Nov 07, 2019 4:29 am
Forum: Gameplay Help
Topic: New Reactor design - PLS check my construction
Replies: 15
Views: 498

Re: New Reactor design - PLS check my construction

You have water and steam throughput issues. You might have heat throughput as well, but I don't know the heat transfer equations in Factorio well enough to be sure. Each set of 12 heat exchangers consumes ~1237 units of fluid/sec, an offshore pump provides merely 1200 fluid/sec. Water is therefore t...
by jcranmer
Thu Sep 12, 2019 10:11 pm
Forum: Gameplay Help
Topic: pumps seem useless for long distance pipes?
Replies: 33
Views: 1605

Re: pumps seem useless for long distance pipes?

-then they got their words mixed up because that's not what ''pressure'' means in real life. They're talking about quantity. And the way fluids work here is just so odd, for example if you connect 3 tanks in series, first tank has 80% quantity of water, the next one has like 40% and the next one ha...
by jcranmer
Thu Sep 12, 2019 4:57 am
Forum: Gameplay Help
Topic: pumps seem useless for long distance pipes?
Replies: 33
Views: 1605

Re: pumps seem useless for long distance pipes?

When I said pressure, I meant flow rate. In that case, I don't understand how pressure works in factorio then. Are they 2 different things that exist in factorio? I assumed that flow=pressure in factorio. In Factorio terms, pressure is how full a pipe or tank is: a 1000 unit pipe with 900 units of ...
by jcranmer
Wed Sep 04, 2019 12:00 am
Forum: Gameplay Help
Topic: pumps seem useless for long distance pipes?
Replies: 33
Views: 1605

Re: pumps seem useless for long distance pipes?

Let's say I have 1000 sections of pipes, and at the end I put a pump... that pump will be worthless! As the pipe gets longer, the fluid speed decreases... but the pump cannot raise the speed, because it receives a low amount of fluid. You can put a tank but then that tank gets filled at a slow spee...
by jcranmer
Thu Aug 22, 2019 3:56 am
Forum: Gameplay Help
Topic: How to make a 4 lane to 2 lane Balancer
Replies: 7
Views: 491

Re: How to make a 4 lane to 2 lane Balancer

Just having the three splitters at the end is sufficient for most use cases. It won't give you full output if all of the input is coming in along solely from one half of the input belts, but you can generally feed the inputs such that the emptier belts feed the outside and the fuller belts feed the ...
by jcranmer
Mon Aug 12, 2019 1:49 am
Forum: News
Topic: Friday Facts #307 - 0.17 stable candidate
Replies: 83
Views: 11597

Re: Friday Facts #307 - 0.17 stable candidate

Based on the heat capacity of water in the game, at STP, we calculated that 1 fluid unit of water should be about 50-75ml i.e. 50-75 cm^3. Based on that, the pipe seems a bit large, but this doesn't hold when you try to compute volumes from other fluids' heat capacities. And of course Nauvis isn't ...
by jcranmer
Sat Aug 10, 2019 3:38 am
Forum: News
Topic: Friday Facts #307 - 0.17 stable candidate
Replies: 83
Views: 11597

Re: Friday Facts #307 - 0.17 stable candidate

Oooh, yay, we finally get machine-readable information on the prototype definition schema! If you want some code to actually machine-read the data, here's some python code I wrote to collate all the data: #!/usr/bin/env python3 ''' Create schema data from the Factorio wiki. ''' import json import re...
by jcranmer
Fri Jul 26, 2019 5:14 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 50252

Re: Friday Facts #305 - The Oil Changes

Unfortunately, the FFF still doesn't address one of the biggest problems people had with the change. Many people, including myself, are of the opinion that the major reason oil is so complex is because it throws people into a multiple-output scenario in an environment where both the cause of issue i...
by jcranmer
Mon Jul 22, 2019 10:55 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 43945

Re: Friday Facts #304 - Small bugs; Big changes

I sincerely hope that FFF#305 will be a response to the massive feedback (to put it lightly) of the oil change. I also hope they're still reading all of the entries in this thread, even if they aren't responding to all of them. As I see it, there are several options for moving forward, which aren't ...
by jcranmer
Sun Jul 21, 2019 4:32 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 43945

Re: Friday Facts #304 - Small bugs; Big changes

Let's add some more fuel to the fire of oil changes: The oil cliff is definitely real, even for advanced players. But why does it exist? After you've set up red/green science production, your choices of expansion are to move into better logistics (trains, red belts), which you likely don't have a re...
by jcranmer
Sun Jul 07, 2019 11:09 pm
Forum: Gameplay Help
Topic: How can I make my train lines more efficient?
Replies: 19
Views: 721

Re: How can I make my train lines more efficient?

As for mergele... shouldn't it be like this though? With a chain signal at the entrance, so that trains only go in if it's clear in the 2nd half of the circle as well? so tl;dr middle signals is so that a north and south train can both go forward without distracting each other. 3341.jpg All signals...
by jcranmer
Sun Jul 07, 2019 7:51 pm
Forum: Gameplay Help
Topic: How can I make my train lines more efficient?
Replies: 19
Views: 721

Re: How can I make my train lines more efficient?

So in this picture, judging by the signals I have, the train will simply refuse to enter the track without signal? I don't understand why it would work like that. What's stopping it from entering the track without the signal? Trains refuse to path into a block without a signal protecting the entran...
by jcranmer
Sun Jul 07, 2019 5:17 pm
Forum: Gameplay Help
Topic: How can I make my train lines more efficient?
Replies: 19
Views: 721

Re: How can I make my train lines more efficient?

Most areas simply do not have room for the train to turn into a circle and the tracking required would be MASSIVE Railway setups usually take lots of space. Balloon loops (the technical name for turnaround tracks at stations) are much, much smaller than high-throughput 4-way railway junctions. That...
by jcranmer
Thu Jun 13, 2019 3:34 am
Forum: Gameplay Help
Topic: how many logistic/construction robots needed?
Replies: 20
Views: 2388

Re: how many logistic/construction robots needed?

As soon as you add another journey or other roboports to the same network, bots will dynamically switch between journeys/tasks as they are needed and also pause at different roboports to recharge along the way. It will be impossible to use a formula as there are a multitude of journeys and no way t...
by jcranmer
Sat Jun 08, 2019 5:07 pm
Forum: Gameplay Help
Topic: Calculating ratios
Replies: 4
Views: 797

Re: Calculating ratios

If you want to understand how stuff like Kirk Mcdonald's calculator works, here's the actual math that goes down. (I've built a similar tool to his tool for personal use, so I have very good knowledge of the underlying details). Let's start with a simple example. Suppose you want to make a red scien...
by jcranmer
Wed May 08, 2019 1:47 am
Forum: Gameplay Help
Topic: Belt Balancers - how they work and how to make them
Replies: 8
Views: 13901

Re: Belt Balancers - how they work and how to make them

The trite answer: math. The longer answer: in many cases, you can model a splitter as something that distributes all of its inputs equally over its outputs. This allows you to convert any splitter network into a directed graph, with the vertices being splitters and the edges being belts connecting t...
by jcranmer
Sun Mar 03, 2019 4:55 am
Forum: Gameplay Help
Topic: [0.17] Rotating underground belt direction
Replies: 2
Views: 212

Re: [0.17] Rotating underground belt direction

You can't mix underground belts like that. When you place down the underground belt exit #3, it connects with #2. Exits #1 and #4 are orphaned; they no longer have any partner. If you want to do that kind of underground mixing, #1 and #3 would have to be a different tier of belt (different color) fr...
by jcranmer
Thu Feb 07, 2019 4:11 am
Forum: Gameplay Help
Topic: Energy surplus not stored?
Replies: 10
Views: 676

Re: Energy surplus not stored?

Furthering that point, the listed sinks are only consuming 25MW of power. That's 90MW of unaccounted power.
by jcranmer
Fri Nov 02, 2018 3:05 am
Forum: Gameplay Help
Topic: Is it possible to make a factory without belts?
Replies: 17
Views: 1214

Re: Is it possible to make a factory without belts?

So your biggest problem here isn't a lack of roboports. It's that your roboports are poorly positioned. (Your estimate is also off by a factor of 10, you only need about 120 roboports to service 6k robots). In your factory, essentially all the roboports are lined in a vertical line. However, your fa...
by jcranmer
Fri Nov 02, 2018 1:04 am
Forum: Gameplay Help
Topic: Is it possible to make a factory without belts?
Replies: 17
Views: 1214

Re: Is it possible to make a factory without belts?

You have too few roboports almost certainly. I started collating numbers on the throughput of different systems. Robots are challenging because the throughput of robots are highly dependent on distance, and the distance is challenging to reason about when you have multiple sources and sinks in the s...

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