Search found 154 matches

by pichutarius
Fri Apr 02, 2021 12:12 pm
Forum: General discussion
Topic: How is "SPM" measured?
Replies: 30
Views: 1507

Re: How is "SPM" measured?

how is spm measured? press P (production tab) and read xxx/min. no matter 1 big factory or several many identical blocks, every SPM is as real as every others. if we think otherwise, there will be grey area like putting blocks very close to each other and swap some factories to make them not identic...
by pichutarius
Fri Mar 26, 2021 11:33 am
Forum: Ideas and Requests For Mods
Topic: Fluid science
Replies: 2
Views: 133

Fluid science

Turn science into fluid, labs accept pipe input and passes science through adjacent labs.

Now science can be pumped into tank cargo or barreled.

Not sure if mod-able, lab probably need 7 input site?
by pichutarius
Tue Mar 23, 2021 11:39 pm
Forum: Gameplay Help
Topic: Why do these values exist?
Replies: 9
Views: 725

Re: Why do these values exist?

... if you only have one blueprint, they makes little difference, except easier to use. chances are most players has many different blueprints that need to be aligned to each other, especially chunk based rail bp. edit: actually, after some thinking, they are not required, its just more difficult t...
by pichutarius
Mon Mar 22, 2021 6:53 am
Forum: Ideas and Suggestions
Topic: Set absolute and relative grid separately.
Replies: 7
Views: 239

Re: Set absolute and relative grid separately.

+1. i ran into same problem. to implement this, we need 6 numbers, 4 for absolute (ax+b,cy+d) , 2 for grid size. That makes it sound more complicated than it is. You really only need two checkboxes for the grids as they are now. you did use 6 numbers, the mockup u did is actually what i meant. (you...
by pichutarius
Mon Mar 22, 2021 3:25 am
Forum: Ideas and Suggestions
Topic: Set absolute and relative grid separately.
Replies: 7
Views: 239

Re: Set absolute and relative grid separately.

+1. i ran into same problem.

to implement this, we need 6 numbers, 4 for absolute (ax+b,cy+d) , 2 for grid size.
by pichutarius
Fri Mar 19, 2021 2:30 am
Forum: Gameplay Help
Topic: Noob intro + baffled by Kovarex
Replies: 31
Views: 1433

Re: Noob intro + baffled by Kovarex

Using bot will trivialize the puzzle, if thats ok with you, then: https://i.imgur.com/dg2R4PK.png uranium cycle: blue chest → inserter → centrifuge → inserter → red chest → bot → blue chest Input inserters only work when U235 is below a certain threshold in the logistic network. (1000 in the picture...
by pichutarius
Mon Mar 08, 2021 4:45 am
Forum: Ideas and Requests For Mods
Topic: (Joke) Bad Mod Ideas
Replies: 9
Views: 685

Re: (Joke) Bad Mod Ideas

#1 modification:

A mod that adds 2 woods to every recipe in the game, and produce 1 extra wood.

or even better

A mod that adds 2 woods to every recipe in the game, and produce 3 extra woods. Watch out, the more you do handcrafting, the heavier your bag pack becomes.
by pichutarius
Sun Mar 07, 2021 8:25 am
Forum: General discussion
Topic: Math Riddle: Is it possible to launch infinite rocket on island map?
Replies: 13
Views: 1303

Re: Math Riddle: Is it possible to launch infinite rocket on island map?

... since harmonic series grow O(ln N), we get: cost ∝ ln (rocket count) rocket count ∝ e^cost so the total rocket count is O(e^resources). Previously Dave show us with cost of 15 rockets, we can actually launch 2,100,000 rockets with mining prod (assume +100% bonus) because it grow exponentially (...
by pichutarius
Sat Mar 06, 2021 1:42 am
Forum: General discussion
Topic: Grid aligned blueprint trick
Replies: 2
Views: 403

Re: Grid aligned blueprint trick

im guessing u can do it without landfill?

place 4 burner inserters (or anything not used) at 4 corners of the square, after snap to grid remove them. (i did not test it, i think that should work.)

edit: doesnt work if your blueprint extend beyond the grid.
by pichutarius
Fri Mar 05, 2021 3:55 am
Forum: Ideas and Suggestions
Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
Replies: 20
Views: 605

Re: Shift-clicking items into red area of chests

+1 shift click should work, but not control click. both should work the same for simplicity. what i had in mind: control click will not spill into red area unless white area is full. (so click twice) shift click will not spill into red area unless white area is full. this is relevant only when whit...
by pichutarius
Mon Mar 01, 2021 1:49 pm
Forum: General discussion
Topic: Math Riddle: Is it possible to launch infinite rocket on island map?
Replies: 13
Views: 1303

Re: Math Riddle: Is it possible to launch infinite rocket on island map?

PunPun wrote:
Sun Feb 28, 2021 3:21 pm
...
nice. Those answer were certainly creative. ;)
by pichutarius
Sat Feb 27, 2021 7:26 am
Forum: General discussion
Topic: Math Riddle: Is it possible to launch infinite rocket on island map?
Replies: 13
Views: 1303

Re: Math Riddle: Is it possible to launch infinite rocket on island map?

DaveMcW wrote:
Sat Feb 27, 2021 7:04 am
...
bull's eye!

a simple extension is: for any number of bonus productivity, like +10000%, it is still not possible.

this is related to ant on rubber rope puzzle: https://en.wikipedia.org/wiki/Ant_on_a_rubber_rope
by pichutarius
Sat Feb 27, 2021 6:31 am
Forum: General discussion
Topic: Math Riddle: Is it possible to launch infinite rocket on island map?
Replies: 13
Views: 1303

Math Riddle: Is it possible to launch infinite rocket on island map?

Ans: No. Easiest riddle ever. But if i use mods to make the following changes: 1. change island size to as big as required, so it can contains arbitrary large amount, but finite resources (excluding fluids); 2. mining productivity now cost the same for all levels, and gives +100% productivity for ea...
by pichutarius
Sun Feb 21, 2021 9:34 am
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 4688

Re: Efficiency Module Scaling

... you changed my mind. now you put it that way, i see problem in my solution, functionally eff module act like prod module for steam/boiler. and i dont like that. also realistically, i think overhauling eff module at this point isnt likely to happen. so op suggestion about scaling % probably is t...
by pichutarius
Sun Feb 21, 2021 1:33 am
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 4688

Re: Efficiency Module Scaling

add eff modules to steam turbines is not bad, actually. It's like an upgrade to gain more power without increasing UPS. Problem is, that the most ideas are just, plug it in and *magic*: more power. Not so interesting, maybe? Its not magic. The word efficiency is used IRL: coal energy efficiency is ...
by pichutarius
Thu Feb 18, 2021 5:13 am
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 4688

Re: Efficiency Module Scaling

Factorio isn’t really a combat focused game; it is a game about factory building. Unless some new way to deal with pollution were added, I don’t see this being fun after the initial rocket. i agree what you have said, heck i even dont like my own suggestion, hence the last sentence "now i feel...
by pichutarius
Wed Feb 17, 2021 11:11 am
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 4688

Re: Efficiency Module Scaling

Random thought: What if drill/pumpjack pollution would scale with mining productivity research? My guess would be no difference. by the time we dealing with high level mining productivity, pollution is non-issue. Fire melts bugs. If you want pollution to post a danger, maybe make behemoth bugs has ...
by pichutarius
Wed Feb 17, 2021 12:55 am
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 4688

Re: Efficiency Module Scaling

So i guess, it won't bother you, if efficiency modules would be balanced properly Nope it certainly wont. I just think "balance properly" needs more than number tweak. Some random ideas: Able to plug into steam turbines to increase power generation with same pollution or less. Speed and p...
by pichutarius
Tue Feb 16, 2021 10:21 am
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 4688

Re: Efficiency Module Scaling

lets face it, even if one eff module instantly reduce to 20% (capped), i bet majority still wont use them except in deathworld. the reason? we like big numbers! its satisfying reading 20 GW production on the energy stats. its satisfying watching turbines puffing out steam furiously. power reduction?...
by pichutarius
Sun Feb 14, 2021 12:29 am
Forum: General discussion
Topic: Anyone standardizing on very long trains?
Replies: 21
Views: 1663

Re: Anyone standardizing on very long trains?

Gonna be honest, I really love long train but I really don't like the look of them having like 4+ locos one/both ends. Seperate loco evenly between the wagons, it looks better. Eg: LCCCCLCCCCLCCCC looks better than LLLCCCCCCCCCCCC I'm not quite sure what you mean by 'bigger footprint'. It seems to ...

Go to advanced search