Search found 195 matches

by AndrewIRL
Fri Oct 19, 2018 5:39 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 670
Views: 76899

Re: Simple Questions and Short Answers

HailVelkekia wrote:
Fri Oct 19, 2018 12:40 am
How do I make 5 lanes of iron ore into one to feed into my smelters? (Early game, Stone furnaces)
Image
by AndrewIRL
Fri Aug 10, 2018 3:22 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 138
Views: 10441

Re: Friday Facts #255 - Construction tools

One of the best FFF I've seen, agree with every decision and feature. :) Ctrl C,V,Z - brilliant. :D
by AndrewIRL
Thu Aug 02, 2018 4:49 pm
Forum: General discussion
Topic: Nuclear power start before Kovarex math
Replies: 10
Views: 1770

Re: Nuclear power start before Kovarex math

You are assuming a 100% duty cycle. What if you use 4 reactors but only use 40MW? Or even 8 reactors? Fuel consumption goes way down. Absolutely. Good point. :) You need fancy logic and steam storage to do efficient fuel use. I assumed an early game throw-it-together style dumb reactor fuel feed. H...
by AndrewIRL
Mon May 28, 2018 8:50 am
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 100
Views: 11954

Re: [MOD 0.16] Helicopters

FEATURE REQUEST: Would it be possible to make the helicopter's trunk into a requester chest so that stuff is automatically delivered?
by AndrewIRL
Fri Mar 30, 2018 1:55 pm
Forum: News
Topic: Friday Facts #236 - Building a rollup
Replies: 62
Views: 14520

Re: Friday Facts #236 - Building a rollup

The problem with the display in Taipei is that it wasn't denoted anywhere that the game was available on Steam.

If legally possible I would suggest adding a LARGE Steam logo.

Personally I wouldn't have purchased the game if it wasn't on Steam.
by AndrewIRL
Sat Mar 10, 2018 2:22 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Dude, where's my car?
Replies: 6
Views: 580

Re: [Request] Dude, where's my car?

Found a better solution to this - helicopter remote control.

Doesn't matter where it is, comes when summoned.
by AndrewIRL
Thu Mar 01, 2018 3:59 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 645
Views: 101832

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Without testing it myself, I would guess it was just a typo for >= I'm deliberately breaking forward compatability for when Mooncat resumes updates, so eventually the fix version won't be downloadable from newer versions of factorio. This means that when either I'm lazy, or the devs put out lots of...
by AndrewIRL
Wed Feb 21, 2018 12:44 pm
Forum: Combinator Creations
Topic: Moving average
Replies: 3
Views: 1872

Re: Moving average

This is exactly what I needed and explained in detail such that I was able to modify it to get it to do what I wanted (smoother).

Very nice. Thanks for the current version blueprints.
by AndrewIRL
Tue Feb 20, 2018 2:43 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 100
Views: 11954

Re: [MOD 0.16] Helicopters

I fly my helis a lot and frequently crash them due to running out of fuel. Is there a way to refuel them at heli pads? I used an inserter and it refueled nicely but continued until the trunk was full. Is there a way to only fill the tank? Ideally I'd hook the heli pad up to the circuit network and d...
by AndrewIRL
Sat Feb 10, 2018 5:37 am
Forum: News
Topic: Friday Facts #229 - Taiwan report & Lamp staggering
Replies: 45
Views: 7290

Re: Friday Facts #229 - Taiwan report & Lamp staggering

I stand by the claim. 鼎泰豐 is the best restaurant in the city. :D Anyone visiting Taiwan should try it.
by AndrewIRL
Wed Jan 31, 2018 6:13 am
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 100
Views: 11954

Re: [MOD 0.16] Helicopters

kumpu wrote:Don't understand why you're so euphoric, but hey I'm glad you like the mod :D
If you had been running about on the ground kiting biters for literally years and then could suddenly fly above them you'd be euphoric too!
by AndrewIRL
Wed Jan 31, 2018 6:11 am
Forum: Minor issues
Topic: Fps and sometimes UPS issues when playing
Replies: 30
Views: 3283

Re: Fps and sometimes UPS issues when playing

You won't have tearing as the game is either windowed or borderless fullscreen, so desktop compositor will v-sync it to screen anyway (unless you have Windows 7 and turned off Aero) The drops to 30fps are very noticeable and make the game feel poorly optimized/slow/low quality/indie. For the averag...
by AndrewIRL
Wed Jan 24, 2018 4:59 am
Forum: Minor issues
Topic: Fps and sometimes UPS issues when playing
Replies: 30
Views: 3283

Re: Fps and sometimes UPS issues when playing

Turned vsync off and now I see: Flip[off]: 0.695/0.514/0.923 (0.16.18) and 60fps (not solid, flashes to 59.9 a lot) ... I see Sleep: 11.7/8.1/13.5 I assume this means minimum sleep of 8.1ms and maximum sleep of 13.5ms I think that vsync forces it to 30 or 60 fps - so if you're at 59.9 fps, it will ...
by AndrewIRL
Tue Jan 23, 2018 4:41 pm
Forum: Minor issues
Topic: Fps and sometimes UPS issues when playing
Replies: 30
Views: 3283

Re: Fps and sometimes UPS issues when playing

Processor Intel(R) Core(TM) i7-5820K CPU @ 3.30GHz Video Card NVIDIA GeForce GTX 980 RAM 16 GB Well that's weird. I have the exact same specs as OP ... and the same problem with 0.16.16 mostly 60fps with strange extended periods at 30fps before recovering. According to show-time-usage all the mods ...
by AndrewIRL
Tue Jan 23, 2018 5:34 am
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 100
Views: 11954

Re: [MOD 0.16] Helicopters

I was just using the Heli to get around and the whole spool up, lift off into hover and the glorious sound of the rotor blades beating the air into submission was just amazing. So much detail in this mod, makes it really feel like a heli. The depiction on the map is a little strange but makes it eas...
by AndrewIRL
Tue Jan 23, 2018 4:59 am
Forum: Gameplay Help
Topic: Optimal train lengths in 0.16
Replies: 8
Views: 5948

Re: Optimal train lengths in 0.16

Extremely happy to be proven wrong, anyone? They have to be quite long, however it is possible to have a very long train with enough momentum to plow through biters. There is some discussion in this thread . Aha! Proven wrong. Nice find. Total train weight of 11 needed. These are some minimal combi...
by AndrewIRL
Mon Jan 22, 2018 7:19 am
Forum: Gameplay Help
Topic: Optimal train lengths in 0.16
Replies: 8
Views: 5948

Re: Optimal train lengths in 0.16

I'm interested both in double headed trains and single-headed and how big they need to be to run over behemoths freely. There is no train size that can run over a behemoth that I know of. The first behemoth is killed but stops the train allowing it to get mobbed. After that the train is unable to a...
by AndrewIRL
Sun Jan 21, 2018 8:10 am
Forum: Logistic Train Network
Topic: Fluid wagon setup
Replies: 6
Views: 1649

Re: Fluid wagon setup

LTN can distinguish between fluids and items and picks the appropriate train. However due to lack of easy to use filter pumps LTN does not support merging multiple fluids or fluids and items into one delivery. So you're saying it is basically magic, I put some fluid stations down and figures it all...
by AndrewIRL
Sun Jan 21, 2018 4:08 am
Forum: Logistic Train Network
Topic: Fluid wagon setup
Replies: 6
Views: 1649

Fluid wagon setup

So I built a load/unload station for crude, built a L-FF and assigned it to the same depot as my L-CC trains. Fluid demand at the unload triggered a delivery and LTN sent the only fluid train I have to fetch the fluid, delivered it and went back to the depot. How did this happen? I was expecting an ...
by AndrewIRL
Sat Jan 20, 2018 5:02 am
Forum: Logistic Train Network
Topic: Thanks
Replies: 3
Views: 280

Re: Thanks

Of course it isn't all good, I do have complaints. Better trains => more trains => more rail + less predicable schedules => more death by train :evil: This mod should come with a warning when you install it. On this map killed by biters: 0, killed by trains: 5. All my careful station design and trai...

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