Search found 346 matches
- Thu Jan 20, 2022 7:37 am
- Forum: Gameplay Help
- Topic: Our 200-hours-base is overrunned - any ideas?
- Replies: 21
- Views: 7554
Re: Our 200-hours-base is overrunned - any ideas?
get more players in to be quicker when saving the world.
- Mon Nov 08, 2021 8:31 am
- Forum: Gameplay Help
- Topic: Give me Advice: Freeplay Games
- Replies: 3
- Views: 2657
Re: Give me Advice: Freeplay Games
Start a new desert game and make it better this time.
- Fri Oct 08, 2021 12:25 pm
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 69471
Re: All the different ways to increase the efficiency of a nuclear power plant
In vanilla, the pumps have 30 kW and inserters 13 kW/0.4 kW.
You're right we should take the 0.4 kW + a little bit, say
(30+0.5 kW) x 4500 = 158 MW + 160 MW for the corner reactors.
I corrected the figure above.
You're right we should take the 0.4 kW + a little bit, say
(30+0.5 kW) x 4500 = 158 MW + 160 MW for the corner reactors.
I corrected the figure above.
- Fri Oct 08, 2021 9:36 am
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 69471
Re: All the different ways to increase the efficiency of a nuclear power plant
A blue belt can ship 22.5 fuel cells / s in and out. That'll feed a row of 22,5*200=4500 reactors That's a disappointing 719.682 GW (taking 4500 pumps and inserters, and the 4 reactors at the end of the line into account). But you can build 2 of these to avoid bots AND get more than a TW. THE FACTOR...
- Fri Oct 08, 2021 8:59 am
- Forum: General discussion
- Topic: The numbers on fluids
- Replies: 15
- Views: 5726
Re: The numbers on fluids
All tileable designs need to maintain this ratio: 1 reactor* : 16 heat exchanger : 28 turbines That requires about 1650 water/s, which is why you see 2 offshore pumps in those designs. You can feed from both ends*** or from one end of the heat exchanger row if you don't use more than the minimum** o...
- Mon Oct 04, 2021 1:16 pm
- Forum: Gameplay Help
- Topic: Train and Inserter
- Replies: 9
- Views: 2674
Re: Train and Inserter
The problem is that the inserter doesn't activate when the train is stopped by a traffic light if the train is in automatic mode, it only activates if the train is in manual mode. Not a bug. This is intentional. You can copy and paste station names (possible in map mode, zommed in radar view) or us...
- Thu Sep 30, 2021 7:20 am
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 69471
Re: All the different ways to increase the efficiency of a nuclear power plant
Well, you can make a reactor work without pumps. You can even feed it with burner inserters and belts. That leaves the only thing requiring power in the entire array being the ejection inserters... which means you're still stuck running power through the whole thing. If I could only eliminate that ...
- Thu Sep 30, 2021 6:45 am
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 69471
Re: All the different ways to increase the efficiency of a nuclear power plant
Assuming you write that, because you don't like to depend on power to be available to produce power: Have an inner and an outer power grid. The inner power grid would just power the infrastructure to insert fuel cells and it would have its own steam buffer+turbines. But let's face it: If you build ...
- Tue Sep 21, 2021 9:59 am
- Forum: General discussion
- Topic: My new PC (Specially ordered for Factorio)
- Replies: 22
- Views: 7440
Re: My new PC (Specially ordered for Factorio)
Given the cost of graphic cards these days... good choice.
- Tue Sep 14, 2021 6:48 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Is it possible to unload more belt?
- Replies: 6
- Views: 4462
Re: Is it possible to unload more belt?
I totally agree. Longer trains with a 1:1 L:C ratio are the answer. This has nothing to do with the loading/unloading. But more trains jam the rail network badly. To be honest, the place with the biggest need for high throughput is most likely the smelter. You typically also mix here at least two di...
- Mon Sep 13, 2021 9:41 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Is it possible to unload more belt?
- Replies: 6
- Views: 4462
Re: Is it possible to unload more belt?
Or timed arrivals. I use 4-4 trains with 4 tanks per wagon into 8 blue belts per wagon. If you have a "pre-station" that releases the next train just-in-time you can consistantly fill 8 belts per wagon. You also need additional signals "inside" the unloading station to allow for ...
- Fri Sep 03, 2021 11:56 am
- Forum: Gameplay Help
- Topic: Inserter is "waiting for train", while train is standing at the station shouting "destination full"
- Replies: 21
- Views: 6074
Re: Inserter is "waiting for train", while train is standing at the station shouting "destination full"
The train is already heading for it's next destination.
Not a bug.
You have to refuel while it is waiting at the station like you describe in your post.
Not a bug.
You have to refuel while it is waiting at the station like you describe in your post.
- Wed Sep 01, 2021 6:11 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 146330
Re: [MOD 1.1] Sea Block Pack 0.5.6
I hate to see that I have to burn all the hydrogen from electrolysis.
Wouldn't it be very useful to have fuel cells that convert O2 and H2 into power.
Of course, the process electrolysis --> fuel cell cannot be energy positive.
Wouldn't it be very useful to have fuel cells that convert O2 and H2 into power.
Of course, the process electrolysis --> fuel cell cannot be energy positive.
- Wed Sep 01, 2021 6:05 am
- Forum: Mods
- Topic: Sea Block Pack -- Speed up the first hours [0.5.7]
- Replies: 2
- Views: 3304
Re: Sea Block Pack -- Speed up the first hours [0.5.7]
... So I wouldn't burn any sulfur. Store it for later... I agree, I also hate wasting stuff. So in fact, I initially stored sulfur in a box. However, long before being in a position to be able to actually use it, I removed the mud->landfill factory (to build a bigger one that is also close to the (...
- Tue Aug 31, 2021 7:09 am
- Forum: Mods
- Topic: Sea Block Pack -- Speed up the first hours [0.5.7]
- Replies: 2
- Views: 3304
Sea Block Pack -- Speed up the first hours [0.5.7]
It took me quite a while to get Sea Block going. I'd like share a few insights that might help you moving a little faster than I did (as a guide). I was told that sea block is designed to go slow. But there is no need to let your factory build up landfill or plates while you binge your way through y...
- Mon Aug 30, 2021 11:22 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 146330
Re: mineral water from electrolyser electrode
Seablock is slow (If you are fast, you reach green science in about 6 hours), but well balanced. Maybe some tips: - Landfill from washing plants is a lot more energy efficient. They can be chained to only get salinewater as voidable byproduct. - Green Algae processing 2 is a lot more space efficien...
- Mon Aug 30, 2021 8:11 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 146330
Re: mineral water from electrolyser electrode
SO much mineral water that a rather modest slag farming setup of about 20 tier2 electrolysers using the electrode recipe (which produce a total of 15 slag per second, precisely filling a yellow belt) also require 15 cleaning operations per second which nets you 150 mineral water per second - comple...
- Mon Aug 16, 2021 1:57 pm
- Forum: General discussion
- Topic: Megabase ideas
- Replies: 10
- Views: 4789
Re: Megabase ideas
Factorio is a sand-box. You envision, plan, implement, and enjoy watching various concepts. - Go big, fast, spaghetti, beautiful, … - Optimise everything you want, e.g. ratios, foot-print, throughput, UPS, … - Fancy stuff like sushi-belts, "programming" with combinators, cars on belts, sel...
- Fri Jun 18, 2021 6:09 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 498132
Re: Simple Questions and Short Answers
Hi there! Let's say I have end-game+ scale base with remote mining outposts, like 15 for iron/copper, 30 for oil. 2 trains per mine, let's say. If I name all stations with the same name, like IRON MINE instead of IRON01, IRON02, etc. and set all train station limits to 2 - will it give me adequate ...
- Fri Jun 04, 2021 1:47 pm
- Forum: Gameplay Help
- Topic: Liquids processing in large quantities
- Replies: 10
- Views: 3854