Search found 315 matches

by Mehve
Fri Nov 30, 2018 7:00 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 13775

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

Love hearing about improvements to the fluid system. Been taking a break for awhile now, but the slow-downs associated with mega-scale nuclear was a little discouraging back then, so I'm definitely looking forward to breaking ground in 0.17! I don't think I ever saw this referenced, but do the nucle...
by Mehve
Sat Nov 04, 2017 12:30 am
Forum: Energy Production
Topic: Scalable Nuclear Power Plant
Replies: 3
Views: 2581

Re: Scalable Nuclear Power Plant

I've also found that the mandatory 1c temperature difference between entities starts to add up when you're using a controlled fuel input/steam storage setup. If one end of the reactor pack is 20 or 30 degrees cooler then the other, you can wind up with one string of turbines running out of steam muc...
by Mehve
Sat Oct 14, 2017 5:46 pm
Forum: Gameplay Help
Topic: Need help finding a particular 8x8 balancer
Replies: 5
Views: 730

Re: Need help finding a particular 8x8 balancer

Glad it works. Just for the record - there are no re-invented wheels here. These combined lane/belt balancers are just standard belt balancers with individual lane balancers attached to each input or output lane. You can rearrange them for compactness if you like, but that's just aesthetics. Further...
by Mehve
Sat Oct 14, 2017 5:30 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Simplest full-speed blue belt ⇒ 4 chest loader?
Replies: 5
Views: 2645

Re: Simplest full-speed blue belt ⇒ 4 chest loader?

quyxkh wrote:Pointing the splitter outputs at each other gets the inserters preferring different lanes, so they don't fight and load at full speed.
I hadn't even considered that little detail, but you're right, they do tend to trip over each other if you just run the four final belt sections straight ahead.
by Mehve
Sat Oct 14, 2017 5:14 pm
Forum: Gameplay Help
Topic: Need help finding a particular 8x8 balancer
Replies: 5
Views: 730

Re: Need help finding a particular 8x8 balancer

This should do the trick. Fair warning - due to internal splitter mechanics, the wider the balancer, the more likely that you'll see variations in how the stuff is pulled, depending on which lanes are outputting. But this is about at good as it gets without resorting to complicated circuit mechanics...
by Mehve
Sat Jul 22, 2017 9:36 pm
Forum: General discussion
Topic: 0.15 and Flare Stack Problem
Replies: 35
Views: 6076

Re: 0.15 and Flare Stack Problem

Not that my factory should decide the future development of the game, but it's going to be a pain to have boilers inside my robot factory. The beacons will be wasted on them and I can't use prod modules wth them. Steam can't be barreled and redoing the piping to let both steam and water flow throug...
by Mehve
Sat Jul 22, 2017 6:46 pm
Forum: General discussion
Topic: 0.15 and Flare Stack Problem
Replies: 35
Views: 6076

Re: 0.15 and Flare Stack Problem

oh, since we have steam as a separate fluid now, can we please convert fraking processes to using steam instead of water please? Why? Is the existance of steam a good enough reason to use it? I don't know why water is included in the recipies for refining and cracking. Is that actually based on som...
by Mehve
Sun Jun 18, 2017 5:11 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Request: 12 Belt Balancer
Replies: 36
Views: 19131

Re: Request: 12 Belt Balancer

Yeah, I've experimented with designs that doubled up on UG's so that each smelter could unload into an entry UG, but I'm not sure the output result was really doing anything that couldn't be done already. Maybe let you run one or two less smelters in a row (and correspondingly fewer T3 modules), whi...
by Mehve
Sat Jun 17, 2017 2:09 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Request: 12 Belt Balancer
Replies: 36
Views: 19131

Re: Request: 12 Belt Balancer

I'm not sure that can be said to have been "invented", since all it's really doing is using a UG to create a straight belt, rather then the default curve - I've been doing that for a long time in my production setups to make lane switchers in a minimal amount of space. But the idea in regards to tra...
by Mehve
Fri Jun 16, 2017 12:14 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Request: 12 Belt Balancer
Replies: 36
Views: 19131

Re: Request: 12 Belt Balancer

More or less. An exiting UG doesn't buffer the way an entry side does, but there's still a little benefit. But yes, it's not essential in that particular setup.
by Mehve
Fri Jun 16, 2017 11:34 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Request: 12 Belt Balancer
Replies: 36
Views: 19131

Re: Request: 12 Belt Balancer

Depends on the exact layout. The buffering is important if you're concerned about maximizing compression. In the earlier post, you can see that a pass through method is used under the rail wagons, so obviously the UG is needed for that. Also, when dropping on to a curve, inserter always drop on the ...
by Mehve
Thu Jun 15, 2017 7:20 pm
Forum: Gameplay Help
Topic: Blueprints not copying hand-made wire connections
Replies: 8
Views: 1690

Re: Blueprints not copying hand-made wire connections

My biggest use for hand-made wire connections is for wall defense. Walls of laser turrets have a considerable idle power drain, but it's reasonably easy to setup a system by which only a few lasers are powered 24/7, and their activation (because an enemy is within range) triggers power to the rest o...
by Mehve
Tue Jun 13, 2017 10:49 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Train based warehouse (HIGH throughput, no bots)
Replies: 6
Views: 3778

Re: Train based warehouse (HIGH throughput, no bots)

Bottom section of OP - rail stuff is all in 2x2 blocks, while it's impossible to create an odd spacing using only vanilla inserters (excluding long, but they're too slow) and chests. Hence, the odd-length rail wagons in the middle.
by Mehve
Tue Jun 13, 2017 10:44 pm
Forum: Gameplay Help
Topic: fluid transporting short distance
Replies: 6
Views: 977

Re: fluid transporting short distance

What sort of liquid throughput are you expecting? Generally speaking, if you're hoping for more than 1000 liquid/second, you'll want to start considering multiple pipes in parallel with each other.
by Mehve
Tue Jun 13, 2017 3:09 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Request: 12 Belt Balancer
Replies: 36
Views: 19131

Re: Request: 12 Belt Balancer

Honestly, I just did. For the earlier rail unloading pattern, I can lay down each UG independently, in any sequence, with absolutely no attempts by the game to override or link up with existing ones. Once the UG has been placed down, attempting to rotate it merely reverses the belt movement directio...
by Mehve
Tue Jun 13, 2017 2:52 am
Forum: General discussion
Topic: A comprehensive look at inserter power consumption
Replies: 15
Views: 3046

Re: A comprehensive look at inserter power consumption

Interesting. When you say that stack size doesn't matter, are you saying that a stack inserter grabbing 2 items consumes the same total energy as it does while grabbing 12? Because I would have expected that the process of groping around around for multiple items due to higher stack size would incre...
by Mehve
Mon Jun 12, 2017 8:44 pm
Forum: General discussion
Topic: too lazy to explore
Replies: 21
Views: 2983

Re: too lazy to explore

1. its mod. 2. its unbalanced. nuff said. Poor reasons. Do you even like this game? You keep asking for new things, but you never bother to offer proper reasons or consider how it will change vanilla gameplay. We already have radar that automatically explores, we have mods that offer bigger radar b...
by Mehve
Sun Jun 11, 2017 1:33 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Final (Maxed) Designs
Replies: 99
Views: 62750

Re: Final (Maxed) Designs

Here's a nice little red circuit production layout for marathon mode that I've thrown together. It hits all the standard boxes - involves full blue belts, full prod3 + beacons, stackability, no circuit network drama, etc. Consumes 1 blue belt of green circuits, 2 blue belts of plastic, and about 1.5...
by Mehve
Sun Jun 11, 2017 1:16 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Request: 12 Belt Balancer
Replies: 36
Views: 19131

Re: Request: 12 Belt Balancer

Factorio - contiguous side loading underground belts - howto.JPG First, plonk the underground belt "entrance" on the left. Then plonk exit I labelled 1 Then rotate twice, plonk exit I labelled 2 Rince and repeat until number 5 Then delete the entrance, and build one a little on the left Add the 6th...
by Mehve
Sat Jun 10, 2017 3:25 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Theoretically Ideal Factory Layout
Replies: 4
Views: 5010

Re: Theoretically Ideal Factory Layout

Actually, I would argue that you should flip the southwest/southeast corners, to make for a direct, short path between the incoming ores/train station and the initial ore smelting. Diagonal and cross-routing is more expensive in both materials and space, and increases opportunity for belt spaghetti....

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