Search found 1474 matches
- Tue Mar 19, 2024 3:57 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 191
- Views: 20152
Re: Friday Facts #402 - Lightspeed circuits
It's actually more trivial than that. You can just decide that any object with an y coordinate "higher" than the foundry's top position appears behind it, and everything else appears in front of it. Looks like inserters just have a higher z index than the foundry, but making it variable d...
- Tue Mar 19, 2024 11:12 am
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 191
- Views: 20152
Re: Friday Facts #402 - Lightspeed circuits
You're not helping.... :| :lol: :D (I mean, I know that, but that wasn't the point. :) ) Well, I can't help it. It falls right into my discipline. At least somewhere studying geometry for over 10 years needs to shine. ^^ I know it wasn't the point, but I think people deserve a honest explanation fo...
- Tue Mar 19, 2024 10:36 am
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 191
- Views: 20152
Re: Friday Facts #402 - Lightspeed circuits
The two inserters behind the Foundry grabbing gears from on top of the Foundry look weird clipping through the Foundry graphic. Untitled.png https://forums.factorio.com/28783 Because this is a 2D game faking 3D, you can't have them behind the Foundry on one side while on top of them on the other......
- Sun Mar 17, 2024 1:05 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 191
- Views: 20152
Re: Friday Facts #402 - Lightspeed circuits
I guess for most of my circuit network stuff having 1 channel for each green/red will suffice. Mostly I am going to use it for trying to dynamically adjust the priorities of trainstops for outposts depending on how much ore there is left in an outpost in relationship to total ore of all outposts so ...
- Sun Mar 17, 2024 12:53 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 121
- Views: 23204
Re: Friday Facts #386 - Vulcanus
I can see the gravity having an influence on how much load a single rocket can carry to space and/or how much rocket fuel a rocket would consume for a given load. Reminder : we'll have a new weight system for rockets (https://factorio.com/blog/post/fff-382). I hope it will just require different am...
- Wed Mar 13, 2024 10:57 pm
- Forum: General discussion
- Topic: Quality level run-off poll
- Replies: 30
- Views: 1176
- Wed Mar 13, 2024 5:26 pm
- Forum: General discussion
- Topic: Quality level run-off poll
- Replies: 30
- Views: 1176
Re: Quality level run-off poll
My 2 cents about the "S" grade system as a naming-scheme is... that in practice it is absolutely F-tier. ;D
- Mon Mar 11, 2024 6:13 pm
- Forum: General discussion
- Topic: How do YOU use mining drills?
- Replies: 95
- Views: 3832
Re: How do YOU use mining drills?
No one uses productivity modules? Even if you have +140% productivity via research, the +30% are still 12.5% more ore, that's not so negligeable. Of course it means you have to build your mining outpost twice, to allow space for speed beacon, so you don't waste power, but I think ~ +10% is good. Al...
- Mon Mar 11, 2024 3:53 pm
- Forum: General discussion
- Topic: Article Series About Smooth Factory Function and Factory Optimization Techniques
- Replies: 11
- Views: 1328
Re: Article Series About Smooth Factory Function and Factory Optimization Techniques
Not sure if that's already been said, but linear optimisation could help. Although the typical case is more for scenarios like the game Satisfactory, where you can make different products from materials, or products from different materials. Factorio is simpler because there are few alternative rec...
- Fri Mar 08, 2024 4:40 pm
- Forum: Gameplay Help
- Topic: Exploring New Strategies for Efficient Smelting
- Replies: 4
- Views: 339
Re: Exploring New Strategies for Efficient Smelting
Welcome to the community. ^^ What’s your preferred smelting setup and why? Productivity Modules in the electric smelter rows, Speed Modules in the beacon rows (hooked up to some circuit network to shut them off when the smelters are idling). As simple as that. Because it is the most efficient setup....
- Fri Mar 08, 2024 4:06 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 100
- Views: 17927
Re: Friday Facts #401 - New terrain, new planet
Ah nice. I am someone who always sets tree density to max. So I will appreciate some of the forest paths. ^^ But I am also with some of the other people saying that what the maps lack most is some shallow-water rivers and streams flowing in the canyons and connecting some of the lakes. Especially if...
- Tue Mar 05, 2024 8:38 pm
- Forum: General discussion
- Topic: I made a thing. (4 way Overhead Rail intersection).
- Replies: 12
- Views: 867
Re: I made a thing. (4 way Overhead Rail intersection).
Ok, Stupid question: Why is the clover interchange so terrible? Because of the "weaving"-issue, as described here in the Problems section of Cloverleafs wiki article: https://en.wikipedia.org/wiki/Cloverleaf_interchange#Problems Basically you still have traffic that is crossing on the sam...
- Tue Mar 05, 2024 2:00 pm
- Forum: General discussion
- Topic: I made a thing. (4 way Overhead Rail intersection).
- Replies: 12
- Views: 867
Re: I made a thing. (4 way Overhead Rail intersection).
Windmills, Turbines, Pinavia interchanges and the likes are generally better for traffic because they don't have the "weaving" issue that classic clover-leafs have.Impatient wrote: ↑Sun Feb 18, 2024 8:14 pmHow does this compare to a cloverleaf interchange?
https://en.wikipedia.org/wiki/Cloverleaf_interchange
- Mon Mar 04, 2024 11:25 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 164
- Views: 37187
Re: Friday Facts #387 - Swimming in lava
The true endgame is the official forum.
Always. In every game. ^^
- Mon Mar 04, 2024 9:45 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 164
- Views: 37187
Re: Friday Facts #387 - Swimming in lava
I just remembered something that is only slightly related but still important to this debate! The new Train Stop Priorities can make it so you use up the mixed ore patches first before trains from the other patches get used. Just remember to limit the amount of trains to the amount of SINK stops as...
- Mon Mar 04, 2024 5:31 pm
- Forum: General discussion
- Topic: How do YOU use mining drills?
- Replies: 95
- Views: 3832
Re: How do YOU use mining drills?
Building over a ressource patch is a mistake i did in some of my first game when i run out of starting iron ore because i built things on the iron patch and i had to move them around all the time; Experiencing that very problem mentionned earlier :D Well, good. I am obviously not building over a re...
- Mon Mar 04, 2024 3:04 pm
- Forum: General discussion
- Topic: Quality level names poll
- Replies: 70
- Views: 6412
Re: Quality level names poll
About mods: Yes, I bet one of the first genuine 2.0 mods would be the feature I'm requesting. To avoid wasted time with name discussions and duplicated effort with creating, installing and managing mods, I'm proposing this for inclusion in the vanilla game. Adding the ability to name things the way...
- Sun Mar 03, 2024 10:55 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 133
- Views: 19581
Re: Friday Facts #394 - Assembler flipping and circuit control
That is a lot of combinator logic connections to make the “generic” assemblers. Seems like it would be far easier to have multiple assemblers It is definitely more a "proof of concept" example to show what can be done; and only a few people will use it exactly in this fashion because they...
- Sun Mar 03, 2024 9:49 pm
- Forum: General discussion
- Topic: How do YOU use mining drills?
- Replies: 95
- Views: 3832
Re: How do YOU use mining drills?
It seems so, but the real worth of ore in the ground is that it's out of the way. Don't process stuff until you really need it. You still have all options. I just reorganized my current map, converting old mines with 4 wagon stations to "new" mines with 8 wagons. And I tell you, this is a...
- Sun Mar 03, 2024 9:30 pm
- Forum: General discussion
- Topic: How do YOU use mining drills?
- Replies: 95
- Views: 3832
Re: How do YOU use mining drills?
Yeah, I don't know. I mean, in context of the current miners and 1.1, the costs of them compared to the factory as a whole and all the resources I'm mining up are negligible. I mean, when the resource patches are getting into the billions before taking productivity into account, for me, personally,...