Search found 43 matches

by skillabstinenz
Mon Feb 10, 2020 9:20 pm
Forum: Combinator Creations
Topic: Combinator mesuring belt throughput
Replies: 28
Views: 55882

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/YJiMBSLaQjYkkHJ...
by skillabstinenz
Thu Apr 11, 2019 4:14 pm
Forum: Ideas and Suggestions
Topic: Old Inserter speeds vs new belt speeds
Replies: 0
Views: 587

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, s...
by skillabstinenz
Wed Apr 10, 2019 1:55 am
Forum: Not a bug
Topic: Pause Key in Multiplayer
Replies: 1
Views: 1621

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?
by skillabstinenz
Sat Mar 30, 2019 1:07 pm
Forum: Gameplay Help
Topic: Early Defense Setup
Replies: 12
Views: 4732

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.
by skillabstinenz
Sat Mar 30, 2019 1:40 am
Forum: Gameplay Help
Topic: Early Defense Setup
Replies: 12
Views: 4732

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, tha...
by skillabstinenz
Fri Mar 29, 2019 8:30 pm
Forum: Gameplay Help
Topic: Early Defense Setup
Replies: 12
Views: 4732

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 , ...
by skillabstinenz
Thu Mar 28, 2019 1:03 am
Forum: Gameplay Help
Topic: Early Defense Setup
Replies: 12
Views: 4732

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. T...
by skillabstinenz
Mon Mar 25, 2019 8:51 pm
Forum: Gameplay Help
Topic: Early Defense Setup
Replies: 12
Views: 4732

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 I...
by skillabstinenz
Wed Jan 24, 2018 5:17 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Military Science ENG/DEU
Replies: 3
Views: 5219

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/dfoe92stFEMgexk...
by skillabstinenz
Fri Apr 28, 2017 9:48 pm
Forum: 1 / 0 magic
Topic: 0.15.x FPS Drops (Nvidia Share?)
Replies: 4
Views: 2189

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, tho...
by skillabstinenz
Fri Apr 28, 2017 9:23 pm
Forum: 1 / 0 magic
Topic: 0.15.x FPS Drops (Nvidia Share?)
Replies: 4
Views: 2189

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 acti...
by skillabstinenz
Fri Apr 28, 2017 9:06 pm
Forum: 1 / 0 magic
Topic: 0.15.x FPS Drops (Nvidia Share?)
Replies: 4
Views: 2189

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 acti...
by skillabstinenz
Tue Apr 25, 2017 10:04 pm
Forum: 1 / 0 magic
Topic: 0.15.x FPS Drops (Nvidia Share?)
Replies: 4
Views: 2189

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: 0.15.1...
by skillabstinenz
Sun Mar 12, 2017 9:00 pm
Forum: Railway Setups
Topic: Mining Outposts with Speed Beacons and Productivity Modules
Replies: 2
Views: 5747

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 ...
by skillabstinenz
Sat Mar 11, 2017 5:03 pm
Forum: General discussion
Topic: Fuel consumption of trains at max speed
Replies: 21
Views: 10435

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 t...
by skillabstinenz
Sat Mar 11, 2017 4:38 pm
Forum: Ideas and Suggestions
Topic: Limiting train fuel
Replies: 8
Views: 3855

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 you...
by skillabstinenz
Sat Feb 18, 2017 3:10 pm
Forum: Railway Setups
Topic: Mining Outposts with Speed Beacons and Productivity Modules
Replies: 2
Views: 5747

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+jdhpFGSNllHOeXXrJWUsXSeZ0S4ooqSxczH0nd...
by skillabstinenz
Fri Feb 10, 2017 4:03 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Final (Maxed) Designs
Replies: 99
Views: 93369

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/58QfKvhd4dLfx768xTUEETrINGGIboh...
by skillabstinenz
Wed Feb 08, 2017 7:26 pm
Forum: Gameplay Help
Topic: Smart trains? Same name stations
Replies: 4
Views: 3267

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 ...
by skillabstinenz
Wed Feb 08, 2017 6:44 pm
Forum: Gameplay Help
Topic: inserter speeds
Replies: 3
Views: 2360

Re: inserter speeds

Yeah something like this, sadly the stack inserter (with (full) bonus) is missing.

Good to know though, that inserters work like steam engines, depending on the cardinal direction they're facing.

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