Search found 94 matches
- Mon Feb 19, 2018 12:56 am
- Forum: General discussion
- Topic: A new event
- Replies: 1
- Views: 1373
Re: A new event
397,294 Alien Artifacts Destroyed in Chests.
- Fri Feb 02, 2018 11:36 pm
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 79420
Re: Friday Facts #228 - High resolution turrets
Actually very decent, when I looked at factorio, I did is looked at the laser turrets, "WHY IS THERE NO LASER BEAMS!?!?!??!, THIS IS SUPPOSED TO BE RELIASTIC!?!?!?" well this is such a coincidence ;p You do realize that laser beams have nothing realistic about them at all? ;) They do look...
- Mon Jan 22, 2018 2:40 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 381283
Re: Bot maintenance
Essentially you're talking about a progressive tax on running bots. Individual tracking of bots will be prohibitively expensive; especially since bots are currently "cattle" instead of "pets". If you really want to add a tax to bots... just give them a 1% chance of being destroye...
- Mon Jan 15, 2018 9:12 pm
- Forum: General discussion
- Topic: Electric flow capacity improvement wish
- Replies: 6
- Views: 3189
Re: Electric flow capacity improvement wish
I searched the forum for corresponding threads, but didn't find anything. Maybe it was described in different words or something. I am sorry. Performance reasons is not a good counter-argument, though, because this argument can be used on practically anything. What does simulating actual electric n...
- Mon Jan 15, 2018 7:45 pm
- Forum: General discussion
- Topic: Mining Outpost, how do you make them?
- Replies: 37
- Views: 32974
Re: Mining Outpost, how do you make them?
Yeah I used that strategy at first too. But if you use laser defence to protect that mining outpost, in Endgame you need so many laser turrent and you receive so many attack with Behemoth that you need a pretty large solar/accumulator grid to protect your base. It doesn't seem too optimal. Defenses...
- Fri Dec 29, 2017 4:39 am
- Forum: General discussion
- Topic: Rocket Fuel or Nuclear Fuel for trains?
- Replies: 18
- Views: 24035
Re: Rocket Fuel or Nuclear Fuel for trains?
Nuclear fuel lasts longer. Wrong. Rocket fuel stacks to 10. Rocket fuel also has 225MJ of energy. This makes Rocket fuel 2.25GJ/stack. Nuclear fuel stacks to 1. Nuclear fuel has 1.21GJ/stack. The burner locomotives are 600,000 watts. A Full loading of Rocket fuel (3 stacks * 10/stack) has a burn ti...
- Mon Dec 25, 2017 5:07 pm
- Forum: General discussion
- Topic: 0.16 Fluid wagon separation feature removal POLL
- Replies: 41
- Views: 14694
Re: 0.16 Fluid wagon separation feature removal POLL
I don't use it but the option would be nice, from what they said, it sounds like the devs think that the feature isn't worth the effort to maintain through several updates. Fluid Wagons were too large and too heavy. And Factorio is in alpha, if you cannot stand sweeping changes due to being an open...
- Mon Dec 18, 2017 3:32 pm
- Forum: General discussion
- Topic: Phantom Item in the inventory!
- Replies: 3
- Views: 1481
Re: Phantom Item in the inventory!
I have a phantom Item in the inventory (turbine). Can't delete it. View the attached first screenshot. I uploaded my savegame for you. View the attached second screenshot. If u load the savegame (actual position near the pole!) and deconstruct this marked pole the game will crash. I have no cliffs ...
- Mon Dec 18, 2017 7:25 am
- Forum: Ideas and Suggestions
- Topic: [0.16.4]Placement Aid when drills are in-hand.
- Replies: 9
- Views: 3160
Re: [0.16.4]Placement Aid when drills are in-hand.
I agree. It is quite hard to determine the exact limit of the ore patch, with all the decorations and the fact that the ore tiles all look different. Yep, I don't want the artwork to suffer for a minor(miner?) issue. It's not utterly gamebreaking/showstopping, but It's frustrating and takes a long ...
- Sun Dec 17, 2017 6:47 am
- Forum: Ideas and Suggestions
- Topic: [0.16.4]Placement Aid when drills are in-hand.
- Replies: 9
- Views: 3160
[0.16.4]Placement Aid when drills are in-hand.
With the amount of ground clutter in Factorio, and the fact that said ground clutter covers ore deposits... A "resource extractor placement aid" similar to offshore pumps would be beneficial (I know it would be beneficial for me, since it's difficult for my eyes to discern contrast sometim...
- Wed Dec 06, 2017 9:56 pm
- Forum: General discussion
- Topic: PLAYER COLOR & RGBA
- Replies: 4
- Views: 10032
Re: PLAYER COLOR & RGBA
Yep... That's a standard color picker. (Hex)Decimal triple/quad RGB(A) color is ubiquitous in software engineering. 0.16 should bring a fantastic improvement in your player color and vehicles... outlined in this 2-week old FFF: https://www.factorio.com/blog/post/fff-218
- Mon Oct 02, 2017 5:43 am
- Forum: General discussion
- Topic: Factorio on steam
- Replies: 7
- Views: 2817
Re: Factorio on steam
FYI: Pressing Alt-Printscreen only saves a screenshot of the active window.
And I like using https://steamdb.info/stats/gameratings/ for ratings. Because they use a fancy rating algorithm that can be more accurate.
And I like using https://steamdb.info/stats/gameratings/ for ratings. Because they use a fancy rating algorithm that can be more accurate.
- Sun Sep 17, 2017 8:31 am
- Forum: General discussion
- Topic: electricity are cheap
- Replies: 5
- Views: 2915
Re: electricity are cheap
Well... due to the UPS cost of all the associated logistics related to nuclear. Nuclear is actually "Early Endgame" power. Late Endgame power will probably always be Solar/Accus, due to the fact that solar requires like one calculation per tick; instead of each nuke plant, and the supporti...
- Sat Sep 09, 2017 12:21 am
- Forum: General discussion
- Topic: Does Nuclear Neighgbor Bonus Have Real-World Basis?
- Replies: 6
- Views: 3338
Re: Does Nuclear Neighgbor Bonus Have Real-World Basis?
I believe that neighbor bonus for nuclear reactors is really intended to reflect the real-world nature of the economies of size in a nuclear reactor; while at the same time attempting to keep the unique-entity number down. The Kovarex process is actually a breeder reactor real-world process, but ins...
- Sat Aug 26, 2017 2:27 am
- Forum: General discussion
- Topic: Logistic Network Loop Problem
- Replies: 14
- Views: 6194
Re: Logistic Network Loop Problem
Since reqester chests pull in this order: Active Provider, Storage, Passive Provider. If this is true then having a storage chest will just solve your issue just as you wish No it won't. The only way to keep bots from looping items, is doing exactly what I explained above. If you do not limit the r...
- Fri Aug 25, 2017 3:28 pm
- Forum: General discussion
- Topic: Logistic Network Loop Problem
- Replies: 14
- Views: 6194
Re: Logistic Network Loop Problem
Since reqester chests pull in this order: Active Provider, Storage, Passive Provider. You can set up combinators to set your requester chest to do something like "Request all item X minus all item X in Passive Providers for item X." This would essentially set your requester chest to reques...
- Mon Aug 21, 2017 11:40 pm
- Forum: General discussion
- Topic: Splitter input balance
- Replies: 12
- Views: 5466
Re: Splitter input balance
It is the individual lanes though. The splitter works per lane for each belt, and the splitter does not swap the lanes of the items. Your test is fundamentally flawed, it only proves that stack inserters move more items per minute than fast inserters. Then remove the two inserters - result stays th...
- Mon Aug 21, 2017 11:28 pm
- Forum: General discussion
- Topic: Splitter input balance
- Replies: 12
- Views: 5466
Re: Splitter input balance
Please notice that this is only about balance between the two input belts, not between individual lanes. @orzelek I think that is a lane balancer. It is the individual lanes though. The splitter works per lane for each belt, and the splitter does not swap the lanes of the items. Your test is fundam...
- Mon Aug 21, 2017 9:42 pm
- Forum: General discussion
- Topic: Splitter input balance
- Replies: 12
- Views: 5466
Re: Splitter input balance
I think you are misreading me, I'm concerned with the input balance. The output side is deliberately unbalanced. The fact is... splitters do not swap lanes and you're causing a backup from trying to push 1.x belts down 1 belt. Since you are merging more than one belt of capacity into one belt of ca...
- Sun Aug 20, 2017 11:59 pm
- Forum: General discussion
- Topic: Splitter input balance
- Replies: 12
- Views: 5466
Re: Splitter input balance
Well, measuring like this with one belt segment won't be accurate. One belt tile holds a fractional ammount of items. (7.111 items/tile). Depending on circuit network timings, this could significantly alter your readings. The most likely reason for the imbalance, is the fact that a stack inserter ha...