Search found 822 matches

by Aeternus
Fri Nov 16, 2018 2:12 pm
Forum: Not a bug
Topic: 0.14.x rail builder doesn't keep rotation of track
Replies: 12
Views: 576

Re: 0.14.x rail builder doesn't keep rotation of track

I think I get what the OP is talking about. When you have a set of tracks next to an empty 2x2 tile, and NOT use the arrow-extending-out from an existing track by holding shift, then clicking the terminating end of the existing track (yellow arrow will pop up) to drag a rail path, but instead just d...
by Aeternus
Fri Nov 16, 2018 1:54 pm
Forum: Ideas and Suggestions
Topic: Heliostat power plant
Replies: 5
Views: 172

Re: Heliostat power plant

But any steam/water based solution tends to carry a hefty performance penalty once scaled up.
by Aeternus
Tue Nov 13, 2018 10:06 am
Forum: Gameplay Help
Topic: The Feasibility of Outpost Building Trains
Replies: 5
Views: 291

Re: The Feasibility of Outpost Building Trains

I use builder trains almost exclusively to build stuff in larger games. Draw a rail to target location, optionally power. Plop a station with a predetermined name. Wait for builder materials train to arrive while your roboport already clears the terrain (and call a second garbage disposal train to g...
by Aeternus
Tue Nov 13, 2018 9:54 am
Forum: Not a bug
Topic: [13.6] Construction robots take long to respond (too many open jobs) MR
Replies: 21
Views: 2491

Re: [13.6] Construction robots take long to respond (too many open jobs) MR

How about a simple single warning instead: "Warning: Maximum build queue reached" Trigger if entity 600 is processed, at any second.
That informs the player that he/she's exceeding a game engine limitation.
by Aeternus
Tue Nov 13, 2018 9:37 am
Forum: General discussion
Topic: 0.17 Hype?
Replies: 56
Views: 10562

Re: 0.17 Hype?

I'm not particulary hyped for 0.17 - the current game is already so much fun that I don't need to wait and look forward to things. Only thing I'm mildly hyped for is the fluid system rework. Hopefully, this will lead to the fluid system being less of a CPU hog, which is good for folks using megastru...
by Aeternus
Mon Nov 12, 2018 3:49 pm
Forum: General discussion
Topic: Rocket Fuel or Nuclear Fuel for trains?
Replies: 11
Views: 2762

Re: Rocket Fuel or Nuclear Fuel for trains?

Greater accelleration = less time spent on the tracks, especially at low speed = greater capacity on the rail grid. This is why I prefer nuclear fuel, even when it has less endurance. But honestly, 30 rocket fuel vs 3 nuclear fuel - which trains run routes that consume even one full nuclear fuel, le...
by Aeternus
Mon Nov 12, 2018 3:30 pm
Forum: Ideas and Suggestions
Topic: [0.15.37] Broken blueprints making game worse
Replies: 12
Views: 482

Re: [0.15.37] Broken blueprints making game worse

Besides - if you paste a blueprint with recipes over unconfigured assemblers, you can multi-set recipes. If you want to have your infrastructure for red chips in place for instance before red chips research is done, you can put down the blueprints and place the buildings, then once research is done,...
by Aeternus
Mon Nov 12, 2018 3:12 pm
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 25
Views: 1920

Re: The Problem With Pickaxes - Digging Out Factorio's Core

One might think this the greatest betrayal of all. Where once your factory served you, now you served your factory for an ever more elusive promise of ever greater power. It is no longer an extension of you, but you an extension of it. And now, that simple iron pickaxe that formed the basis of your...
by Aeternus
Fri Nov 09, 2018 3:31 pm
Forum: Ideas and Suggestions
Topic: Factorio (Server) ARM Build
Replies: 8
Views: 1123

Re: Factorio (Server) ARM Build

Then here's it simplified for those who have terminology OCD: 32 bit Windows operating systems have a 2GB addressing space for applications (by default). Factorio needs more then 2GB to function properly. Therefor Factorio doesn't work well within a standard 32 bit environment. Therefor Factorio is ...
by Aeternus
Fri Nov 09, 2018 3:17 pm
Forum: Ideas and Suggestions
Topic: Production Alarms
Replies: 1
Views: 75

Re: Production Alarms

My advice would be to use a workaround. Buffer some iron at your smelter. When the buffer goes below a threshold, use a programmable speaker to send an alert for that smelter. Allows you to keep it separate for each smelter, and keep an eye on which ones need a new mine attached to them.
by Aeternus
Thu Nov 08, 2018 8:12 am
Forum: Railway Setups
Topic: Making trains stop faster.
Replies: 12
Views: 2389

Re: Making trains stop faster.

Not in my experience. I had a circuit controlled safe crossing that raises a gate and changes approaching signals to red if a player approaches the gate in front of the crossing. Trains tend to blow right through the gates (destroying them in the process without slowing at all) and completely ignor...
by Aeternus
Wed Nov 07, 2018 5:33 am
Forum: Frequently Suggested / Link Collections
Topic: Female Character
Replies: 8
Views: 5367

Re: Female Character

Can't this be modded? The image used for the player changes based on the armor worn, so... mod in an armor set with a female avatar, problem solved, right?
by Aeternus
Tue Nov 06, 2018 12:04 pm
Forum: Railway Setups
Topic: Making trains stop faster.
Replies: 12
Views: 2389

Re: Making trains stop faster.

Not in my experience. I had a circuit controlled safe crossing that raises a gate and changes approaching signals to red if a player approaches the gate in front of the crossing. Trains tend to blow right through the gates (destroying them in the process without slowing at all) and completely ignore...
by Aeternus
Tue Nov 06, 2018 11:38 am
Forum: Ideas and Suggestions
Topic: Condensers
Replies: 18
Views: 399

Re: Condensers

Can't this be modded? Simply take the steam engine or turbine base, add another output or throughput to the side for water and add a water production at half the steam consumption into the mix. But to be honest... why would you even need to bother? It's not like water is rare... It can be done much...
by Aeternus
Tue Nov 06, 2018 11:30 am
Forum: General discussion
Topic: "Big power" options, low UPS hit
Replies: 52
Views: 2104

Re: "Big power" options, low UPS hit

Can confirm that anything with fluid mechanics tends to be a nightmare on UPS. I'm glad the fluid mechanics are getting a rework. Keeping the fluid system for your nuclear plant and refineries simple (minimizing pipe sections and pumps) helps a little. I've had to scrap a 10k SPM megaplant idea with...
by Aeternus
Tue Nov 06, 2018 10:18 am
Forum: Ideas and Suggestions
Topic: Condensers
Replies: 18
Views: 399

Re: Condensers

Can't this be modded? Simply take the steam engine or turbine base, add another output or throughput to the side for water and add a water production at half the steam consumption into the mix. But to be honest... why would you even need to bother? It's not like water is rare...
by Aeternus
Tue Nov 06, 2018 10:12 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 516
Views: 182615

Re: 4-way intersections: Throughput and deadlocks [image heavy]

I'm not a fan of roundabouts... there's a secondary problem with them, if a train changes direction twice while on the roundabout (rare but it happens) the roundabout MUST be able to fit the max length of the train on the system. I found out the hard way that my own rounds were too small to fit the ...
by Aeternus
Wed Oct 17, 2018 3:45 pm
Forum: General discussion
Topic: Fuels and their uses
Replies: 14
Views: 1133

Re: Fuels and their uses

Wood: Early on it can be a quick source of fuel, to be replaced by coal asap. Wood's useful for early electric poles, beyond that I treat it as garbage, to be incinerated in a wood burning facility. I'm surprised there's no "charcoaling burner" available to turn wood into usable coal. Coal's an earl...
by Aeternus
Wed Oct 17, 2018 3:24 pm
Forum: General discussion
Topic: The Green Dilemma
Replies: 40
Views: 3508

Re: The Green Dilemma

At endgame, when you've got nuclear going and are liberally dispensing beacons and prodmods, yea, speed/productivity is the way to go. But the green thumb has a place midgame. When you're juuust getting oil, are cranking out your first laser turrets and don't really have the fuel yet to keep on powe...
by Aeternus
Fri Oct 12, 2018 9:50 am
Forum: General discussion
Topic: Beaconed Liquefaction - is this right?
Replies: 13
Views: 827

Re: Beaconed Liquefaction - is this right?

There's some scenarios I can think of - Low oil world with infinite ore settings comes to mind. How does a beaconed setup like this run efficiency wise, for the purposes of converting coal into better fuels? Worth it to "upgrade" coal to rocket fuel like this, or is it a net loss?

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