Search found 43 matches
- Mon Feb 10, 2020 9:20 pm
- Forum: Combinator Creations
- Topic: Combinator mesuring belt throughput
- Replies: 28
- Views: 65539
Re: Combinator mesuring belt throughput
In the blueprint the input is scaled by 60, and the smoothing factor is 100. This gives a readout of "items per second" if you connect to a belt in pulse mode. If you want items per minute, scale the input by 3600 instead of 60.
H4sIAAAAAAAA/81WTW/bMAz9K4WOg73ZbpIiKHQYim6n/YJiMBSLaQjYkkHJRQLD ...
- Thu Apr 11, 2019 4:14 pm
- Forum: Ideas and Suggestions
- Topic: Old Inserter speeds vs new belt speeds
- Replies: 0
- Views: 793
Old Inserter speeds vs new belt speeds
TLDR: Since the belt throughput got buffed, the inserters should get buffed to, so that one stack inserter can fill a normal belt again.
The belt throughput was 800 / min.
Which one stack inserter can manage!
The belt throughput was increased to 900 / min.
But the inserters weren't buffed as well ...
The belt throughput was 800 / min.
Which one stack inserter can manage!
The belt throughput was increased to 900 / min.
But the inserters weren't buffed as well ...
- Wed Apr 10, 2019 1:55 am
- Forum: Not a bug
- Topic: Pause Key in Multiplayer
- Replies: 1
- Views: 1954
Pause Key in Multiplayer
You can configure keys for pausing the game. They work in single player mode. But in multiplayer mode they don't work, despite being admin and "only admins can pause off". Is that intended?
- Sat Mar 30, 2019 1:07 pm
- Forum: Gameplay Help
- Topic: Early Defense Setup
- Replies: 12
- Views: 6008
Re: Early Defense Setup
Which version are you playing? I'm playing 0.17.21 and https://wiki.factorio.com/Physical_proj ... (research) gives you bullet, shotgun and turret damage all in one! Or is it from the py mod?
Haven't played much since 0.15, so I'll be playing vanilla for now.
Haven't played much since 0.15, so I'll be playing vanilla for now.
- Sat Mar 30, 2019 1:40 am
- Forum: Gameplay Help
- Topic: Early Defense Setup
- Replies: 12
- Views: 6008
Re: Early Defense Setup
Big biters with normal ammo at upgrade 1 hmmmm
Turrets will deal 6,05 dmg, but big ones have 8 flat and 10% damage reduction. That should mean 0,2278 real HP damage per shot and they have 375 HP! So you need 1645,83 shots per biter. Equalling: 164,58 Magazines or 658,3 iron plates *G
Doh, right ...
Turrets will deal 6,05 dmg, but big ones have 8 flat and 10% damage reduction. That should mean 0,2278 real HP damage per shot and they have 375 HP! So you need 1645,83 shots per biter. Equalling: 164,58 Magazines or 658,3 iron plates *G
Doh, right ...
- Fri Mar 29, 2019 8:30 pm
- Forum: Gameplay Help
- Topic: Early Defense Setup
- Replies: 12
- Views: 6008
Re: Early Defense Setup
I'm at 0.42 pollution and 0.5 is big biter time...
Can't see much in the charts.
Normal is king vs small and spitters, obviously.
Piercing is better for medium worms, well shotgun should be even better. Can't see for big worms.
Against medium biter upgraded normal is better than upgraded piercing ...
Can't see much in the charts.
Normal is king vs small and spitters, obviously.
Piercing is better for medium worms, well shotgun should be even better. Can't see for big worms.
Against medium biter upgraded normal is better than upgraded piercing ...
- Thu Mar 28, 2019 1:03 am
- Forum: Gameplay Help
- Topic: Early Defense Setup
- Replies: 12
- Views: 6008
Re: Early Defense Setup
For early defense the +damage upgrades work really well. The first upgrade alone doubles the damage output against medium biters with basic ammunition. (Yes, doubles. Not an exaggeration.)
Yes, because to the flat damage reduce.
I have the second damage upgrade already, which cost a whooping 800 ...
- Mon Mar 25, 2019 8:51 pm
- Forum: Gameplay Help
- Topic: Early Defense Setup
- Replies: 12
- Views: 6008
Early Defense Setup
What is a good early defense setup? I'm pre military science, so it's a long way till flamethrower turrets. My setup has problems with the medium biter, spitter combo. The medium biters soak up the damage, while the spitters wreak havoc: https://www.bilder-upload.eu/bild-44c653-1553544249.png.html ...
- Wed Jan 24, 2018 5:17 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Military Science ENG/DEU
- Replies: 3
- Views: 5869
Military Science ENG/DEU
Easy, power efficient, 'one per second' and open setup for military science: https://www.youtube.com/watch?v=zZ3FPH6UIJ4
Einfacher, Stormsparender, 'eins pro Sekunde' und offener Setup für Militär Science: https://www.youtube.com/watch?v=0fD_tfd0_rM
Blueprint: 0eNqlndtu40YShl8l4LUZsM ...
Einfacher, Stormsparender, 'eins pro Sekunde' und offener Setup für Militär Science: https://www.youtube.com/watch?v=0fD_tfd0_rM
Blueprint: 0eNqlndtu40YShl8l4LUZsM ...
- Fri Apr 28, 2017 9:48 pm
- Forum: 1 / 0 magic
- Topic: 0.15.x FPS Drops (Nvidia Share?)
- Replies: 4
- Views: 2556
Re: FPS Drops Nvidia Share
So I made the last two post, then I restarted Factorio again and the stutters are gone again... (Didn't change anything in Factorio or Nvidia Share)
This time I have the data though:
The screenshots where taken after loading the same saves as before, but now no stutters. Then I saved them again ...
This time I have the data though:
The screenshots where taken after loading the same saves as before, but now no stutters. Then I saved them again ...
- Fri Apr 28, 2017 9:23 pm
- Forum: 1 / 0 magic
- Topic: 0.15.x FPS Drops (Nvidia Share?)
- Replies: 4
- Views: 2556
Re: FPS Drops Nvidia Share
log (in MP corresponding logs of server and client) after a session with the issue
save-file
the .ziped mod folder (when using mods)
screenshot with show_time_used_percent, show_fps and show_multiyplayer_statistics activated in the debug settings (F4 -> F5) (no additional debug settings may be ...
save-file
the .ziped mod folder (when using mods)
screenshot with show_time_used_percent, show_fps and show_multiyplayer_statistics activated in the debug settings (F4 -> F5) (no additional debug settings may be ...
- Fri Apr 28, 2017 9:06 pm
- Forum: 1 / 0 magic
- Topic: 0.15.x FPS Drops (Nvidia Share?)
- Replies: 4
- Views: 2556
Re: FPS Drops Nvidia Share
log (in MP corresponding logs of server and client) after a session with the issue
save-file
the .ziped mod folder (when using mods)
screenshot with show_time_used_percent, show_fps and show_multiyplayer_statistics activated in the debug settings (F4 -> F5) (no additional debug settings may be ...
save-file
the .ziped mod folder (when using mods)
screenshot with show_time_used_percent, show_fps and show_multiyplayer_statistics activated in the debug settings (F4 -> F5) (no additional debug settings may be ...
- Tue Apr 25, 2017 10:04 pm
- Forum: 1 / 0 magic
- Topic: 0.15.x FPS Drops (Nvidia Share?)
- Replies: 4
- Views: 2556
0.15.x FPS Drops (Nvidia Share?)
I'm experiencing short FPS drops every couple of seconds, when Nvidia Share is activated. This happens also in new game and tutorial maps. So it shouldn't be some performance issue. I'm not experiencing the FPS drops in other games with Nvidia Share.
Factorio and Geforce should be up to date: 0.15 ...
Factorio and Geforce should be up to date: 0.15 ...
- Sun Mar 12, 2017 9:00 pm
- Forum: Railway Setups
- Topic: Mining Outposts with Speed Beacons and Productivity Modules
- Replies: 2
- Views: 6190
Re: Mining Outposts with Speed Beacons and Productivity Modules
The accent makes it impossible to watch? Well, you understand German?
It‘s not that high maintenance, just let more run dry and ignore the power consumption, which gets turned off when the chests are full. I tried steam on that map so it matters to me there. Or use ore patches further away combined ...
It‘s not that high maintenance, just let more run dry and ignore the power consumption, which gets turned off when the chests are full. I tried steam on that map so it matters to me there. Or use ore patches further away combined ...
- Sat Mar 11, 2017 5:03 pm
- Forum: General discussion
- Topic: Fuel consumption of trains at max speed
- Replies: 21
- Views: 12251
Re: Fuel consumption of trains at max speed
REALISM!!!!!111
If you want realism take some iron plates, go to some third world country and have fun building your factory.
Is always running at 600kw/s realistic? No! But it‘s easier to calculate! So -1 realism.
Do you want trains to slow down in curves?! No! So -1 realism.
Do you want to build ...
If you want realism take some iron plates, go to some third world country and have fun building your factory.
Is always running at 600kw/s realistic? No! But it‘s easier to calculate! So -1 realism.
Do you want trains to slow down in curves?! No! So -1 realism.
Do you want to build ...
- Sat Mar 11, 2017 4:38 pm
- Forum: Ideas and Suggestions
- Topic: Limiting train fuel
- Replies: 8
- Views: 4762
Limiting train fuel
I would like to limit the train fuel slots like the slots of the chest. I don't know how big your maps are, but I never needed a second slot. Especially with rocket fuel.
Coal at 600kw/s and 259km/h (assuming 1 tile = 1 m²) gets you more than 143km far and takes more than 30min. With rocket fuel ...
Coal at 600kw/s and 259km/h (assuming 1 tile = 1 m²) gets you more than 143km far and takes more than 30min. With rocket fuel ...
- Sat Feb 18, 2017 3:10 pm
- Forum: Railway Setups
- Topic: Mining Outposts with Speed Beacons and Productivity Modules
- Replies: 2
- Views: 6190
Mining Outposts with Speed Beacons and Productivity Modules
My take on Mining Outposts with Speed Beacons and Productivity Modules connected via trains: http://bit.ly/2l5RvFl
Mining Drill BP:
H4sIAAAAAAAA/71Y247bIBD9FcvPWPIlV634hKqfEHltFKFisDCuEln+9+JsW3XjcJulftpozZk5nLkA04qEiaZmyQVPtBF8wNNEeUtuuEADvfKa4Unde4JT
qkiXIl53 ...
Mining Drill BP:
H4sIAAAAAAAA/71Y247bIBD9FcvPWPIlV634hKqfEHltFKFisDCuEln+9+JsW3XjcJulftpozZk5nLkA04qEiaZmyQVPtBF8wNNEeUtuuEADvfKa4Unde4JT
qkiXIl53 ...
- Fri Feb 10, 2017 4:03 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Final (Maxed) Designs
- Replies: 99
- Views: 102062
Re: Final (Maxed) Designs
Final Smelting Design
Schematic (forthcoming)
Picture
smelting-final2.png
H4sIAAAAAAAA/6Vd227bSgz8lSLPdiGuZF1Q+FuKnEQtDDi2YStAiyD/Xtc6QR1JS3KGTwUKjjhccrgXrZzn45f98elx/+X79q0/DLth11+2b2+Hx5d++zCc
Hw+X0/E8rP/r98PD6nS8XA2Oh+3br+06pdXv7Vrk/X0FmBf/zH88Xoa1ipGOxsj76nl37p9u ...
Schematic (forthcoming)
Picture
smelting-final2.png
H4sIAAAAAAAA/6Vd227bSgz8lSLPdiGuZF1Q+FuKnEQtDDi2YStAiyD/Xtc6QR1JS3KGTwUKjjhccrgXrZzn45f98elx/+X79q0/DLth11+2b2+Hx5d++zCc
Hw+X0/E8rP/r98PD6nS8XA2Oh+3br+06pdXv7Vrk/X0FmBf/zH88Xoa1ipGOxsj76nl37p9u ...
- Wed Feb 08, 2017 7:26 pm
- Forum: Gameplay Help
- Topic: Smart trains? Same name stations
- Replies: 4
- Views: 3674
Re: Smart trains? Same name stations
When starting on a schedule to xy trains will calculate the path to the nearest free station named xy
That should be workable.
Note: Near seems to mean least amount of signals passed.
Good to know.
b) they stand at a chain signal for x seconds
"x" like in every couple of seconds when the ...
That should be workable.
Note: Near seems to mean least amount of signals passed.
Good to know.
b) they stand at a chain signal for x seconds
"x" like in every couple of seconds when the ...
- Wed Feb 08, 2017 6:44 pm
- Forum: Gameplay Help
- Topic: inserter speeds
- Replies: 3
- Views: 2702
Re: inserter speeds
Yeah something like this, sadly the stack inserter (with (full) bonus) is missing.Yoyobuae wrote:https://wiki.factorio.com/Inserter_experiments
Good to know though, that inserters work like steam engines, depending on the cardinal direction they're facing.