Search found 27 matches

by Moo Rhy
Thu May 19, 2022 9:37 pm
Forum: Not a bug
Topic: [1.1.59] Graphical: Belt behind chemical plant
Replies: 3
Views: 488

Re: [1.1.59] Graphical: Belt behind chemical plant

I would still expect the motors to be in front of the pipe from that viewing angle
by Moo Rhy
Mon May 16, 2022 6:20 pm
Forum: Not a bug
Topic: [1.1.59] Graphical: Belt behind chemical plant
Replies: 3
Views: 488

[1.1.59] Graphical: Belt behind chemical plant

I think it's odd for the belt with the motors to be behind or below the chemical plant. Not sure if it's intended that way.
Screenshot 2022-05-16 201308.png
Screenshot 2022-05-16 201308.png (1.04 MiB) Viewed 488 times
by Moo Rhy
Sun Sep 13, 2020 9:45 pm
Forum: Gameplay Help
Topic: does the placing of electric mining drill matters that much in the game?
Replies: 6
Views: 1078

Re: does the placing of electric mining drill matters that much in the game?

I prefer not too much effort into mines. Instead I use a setup, that is quick and easy to build and plan. I build all drills in rows right next to each other facing the belt. Also I leave one tile between the rows for electric poles and to be able to run in between the miners. That way I don't need ...
by Moo Rhy
Thu Sep 03, 2020 9:40 pm
Forum: Gameplay Help
Topic: any help with this blue circuit
Replies: 8
Views: 1270

Re: any help with this blue circuit

i dont understand dont put cables on belts? If you look at the production ratios you will see first that you get 2 cables from 1 copper plate. That means you need double the amount of belts/trains/whatever if you want to transport cables instead of plates over larger distances. This makes it very i...
by Moo Rhy
Thu Sep 03, 2020 9:11 pm
Forum: Gameplay Help
Topic: any help with this blue circuit
Replies: 8
Views: 1270

Re: any help with this blue circuit

One general tip: don't put cables on belts. They need double the space of plates and are fast and easy to produces. They can always be directly fed into the following assamblers. Especially with processing units that need 80 cables per piece your cable belt will be your bottle neck. With that red be...
by Moo Rhy
Wed Sep 02, 2020 1:57 pm
Forum: Translations
Topic: German localization discussion
Replies: 202
Views: 89323

Re: German localization discussion

Ich habe schon einmal versucht konsequent die beiden Begriffe "Brennstoff" und "Treibstoff" zu trennen. Aber das ging nicht, so wie ich das wollte. Das Problem ist: Im Englischen gibt es keine klare Abgrenzung zwischen "Treibstoff" und "Brennstoff". Beides is...
by Moo Rhy
Tue Sep 01, 2020 12:12 pm
Forum: Ideas and Suggestions
Topic: modify the bent belts to hold interger of items.
Replies: 4
Views: 665

Re: modify the bent belts to hold interger of items.

I understand you have a (probably rectangular shaped) belt going round and a problem because the number of items on the inner side of the belt is lower than on the outer side. If you built a figure-8-shaped belt you don't have that problem because the number of right and left turns is equal.
by Moo Rhy
Fri Aug 28, 2020 11:02 pm
Forum: Gameplay Help
Topic: Tips for NEW players
Replies: 11
Views: 2039

Re: Tips for NEW players

Automate everything and start as soon as possible. A beginner's mistake I made was crafting too many items on my own. I often had to wait a few minutes until my crafting queue finished. Now my first objective after starting a new game is getting my automated production for miners, furnaces, inserte...
by Moo Rhy
Fri Aug 28, 2020 9:47 pm
Forum: Gameplay Help
Topic: bugs getting closer
Replies: 12
Views: 1444

Re: bugs getting closer

The outer turrents are fed from the central one
factorio daisy.png
factorio daisy.png (411.59 KiB) Viewed 1339 times
by Moo Rhy
Thu Aug 27, 2020 9:57 pm
Forum: Translations
Topic: German localization discussion
Replies: 202
Views: 89323

Re: German localization discussion

Mir sind ein paar Begriffe aufgefallen, die ich durch andere ersetzen würde, die weniger sprrig und präziser sind. Beton/Stahlbeton mit Gefahrenmarkierung -> Beton/Stahlbeton mit Warnmarkierung (Warnmarkierung dürfte der korrekte Begriff für diese Streifen sein. Ist außerdem kürzer) Wärmeleitung -> ...
by Moo Rhy
Sun Aug 23, 2020 10:18 am
Forum: Gameplay Help
Topic: best scenario for blue bottle factory?
Replies: 4
Views: 827

Re: best scenario for blue bottle factory?

It needs so many sub factories and 3 ingredients, can somebody share? ANd when will I be able to invent electric mining? so I do not need coal anymore? Yes, chemical (blue) science is definetly the biggest step in the game because of all the new stuff that you need to build with the oil branch and ...
by Moo Rhy
Sat Aug 22, 2020 10:33 pm
Forum: General discussion
Topic: Coal liquefaction energy efficiency
Replies: 14
Views: 6805

Re: Coal liquefaction energy efficiency

Base case: With 2 mining drills we mine 1 coal/s to put into our burners. The coal gives us 4 MW but the drills need 180 kW. This gives us a net power output of 3.82 MW. First without modules: 1 solid fuel per second equals 12 MW. But the production consumes 1.08 MW of electrical power and we must b...
by Moo Rhy
Sat Aug 22, 2020 12:40 am
Forum: Off topic
Topic: [photos] Factorio in real life
Replies: 149
Views: 251679

Re: [photos] Factorio in real life

Some photos from my trip to Ras Laffan in Qatar a few years ago. https://www.google.com/maps/@25.914897,51.5241321,4868m/data=!3m1!1e3 An enormous industrial area with mostly petrochemical industry but also other stuff like an abandoned solar panel factory and fertilizer plants afaik. They're buildi...
by Moo Rhy
Mon Aug 17, 2020 10:33 pm
Forum: General discussion
Topic: A critique of Factorio’s power generation systems
Replies: 44
Views: 9642

Re: A critique of Factorio’s power generation systems

I often cogitated about how to make the electric power grid in Factorio more realistic. Currently it's a "copper plate" model. Any physical properties and limitations of the lines are completely neglected. Only input and output need to be balanced. In reality it's much more difficult of co...
by Moo Rhy
Thu Feb 06, 2020 4:03 pm
Forum: Ideas and Suggestions
Topic: Let the car and tank move like the player (omnidirectional wheels)
Replies: 54
Views: 8431

Re: Let the car and tank move like the player does

Main problem for me why playerlike movement is not applicable for vehicles is that vehicles have momentum but the player not. You can instantly change direction and stop. A vehicle behaves different. It will continue going in its current direction until friction stops it or a force changes its direc...
by Moo Rhy
Mon Feb 03, 2020 6:38 pm
Forum: Ideas and Suggestions
Topic: Thermal power plant
Replies: 34
Views: 5576

Re: Thermal power plant

Just add Burner, that produces heat from chemical fuel. The reason why I am not a fan of this solution is that the heat system to me feels like it is not really integrated into the game. It feels like there's something missing. At the moment it is just there to make the nuclear plant bigger. You ne...
by Moo Rhy
Sun Feb 02, 2020 9:37 pm
Forum: Ideas and Suggestions
Topic: Thermal power plant
Replies: 34
Views: 5576

Re: Thermal power plant

I agree, that the step from steam engines to nuclear power is a rather big one and that there should be a step in between. I would like to two things in this intermediate step: a boiler that burns oil or gas introduction to the heat exchanger system Basically a setup that builds the nuclear power pl...
by Moo Rhy
Tue Jul 02, 2019 12:34 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 833641

Re: [0.17] Sea Block Pack 0.3.5

I checked with latest versions of the containing mods. The tech should look like this: Screenshot from 2019-07-02 13-36-07.png Is it different, if you start a new game? Looks like this in the old game and in a new game: https://abload.de/img/factoriosteelurjnw.png - Disable "new steel" an...

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