Search found 10 matches

by SeaRyanC
Fri Dec 08, 2023 9:15 pm
Forum: News
Topic: Friday Facts #388 - Smaller things for 2.0
Replies: 151
Views: 40384

Re: Friday Facts #388 - Smaller things for 2.0


How much is 10/2k ?


What is ten divided by two thousand? The answer is 0.005, or 0 as Factorio calls it. There's no ambiguity here.

This is the only sensible result. If 10/2k is parsed as (10 / 2) k, then a bunch of nonsense follows:
* 1k / 1k would be 1M, not 1!
* 5000000/2k (a completely ...
by SeaRyanC
Sun Sep 10, 2023 4:42 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 234042

Re: Friday Facts #375 - Quality

Long, long, long-time player here (2016 if not earlier). I'm extremely stoked for this feature, even as someone who really doesn't enjoy most probabilistic recipes found in many mods.

The current endgame in Factorio doesn't give you a lot of room for feeling more powerful in ways that are directly ...
by SeaRyanC
Sat Jan 04, 2020 5:52 am
Forum: Resolved Problems and Bugs
Topic: [0.17.79] Train incorrectly deadlocks in presence of occupied block guarded by signal closed by circuit network conditio
Replies: 11
Views: 6687

[0.17.79] Train incorrectly deadlocks in presence of occupied block guarded by signal closed by circuit network conditio

What did you do?

Set up some entry/exit conditions with the intent that trains should go to a station that they are able to enter.

What happened?

Trains deadlocked when they didn't have to.

Here's the setup:

Setup-1.jpg

The green train sits at Station B. It wants to go to Station A ...
by SeaRyanC
Thu May 18, 2017 9:19 pm
Forum: Releases
Topic: Version 0.15.12
Replies: 103
Views: 58914

Re: Version 0.15.12

Consider espionage. You always get better info from a human on the ground than from a spy satellite in orbit.

I'm confused why my avatar, standing in between two buildings, can see see the productivity modules in a furnace 300 meters away better than the radar right next to it can.

Maybe the ...
by SeaRyanC
Thu May 18, 2017 8:06 pm
Forum: Releases
Topic: Version 0.15.12
Replies: 103
Views: 58914

Re: Version 0.15.12

Not updating until the 0.15.10 level of map-camera zoom is restored. Placing large blueprints is far too cumbersome otherwise.
by SeaRyanC
Thu May 18, 2017 3:25 am
Forum: Balancing
Topic: I have always too much uranium
Replies: 9
Views: 5982

Re: I have always too much uranium

It's impossible to have too much uranium because it's impossible to have too many nukes.

Even if you kill all the biters you can find, you can still use them for nuclear deforestation.

You can never have too many nukes.
by SeaRyanC
Thu May 18, 2017 3:23 am
Forum: Balancing
Topic: Why is nuclear fission so underpowered?
Replies: 10
Views: 5940

Re: Why is nuclear fission so underpowered?

If anything, nuclear is "too good". A 50K uranium ore patch, with enrichment, can power a 580 MW reactor setup for nearly 48 hours. In terms of coal, 580 MW is the equivalent of 2 blue belts full of coal! That's a challenge to keep up and store, but you can process that 50K uranium patch into a few ...
by SeaRyanC
Thu May 18, 2017 3:12 am
Forum: General discussion
Topic: 0.15 Oil Rebalancing - Too Far?
Replies: 38
Views: 18205

Re: 0.15 Oil Rebalancing - Too Far?

Agree with OP. Oil used to be infuriatingly rare, to the point where you were catch-22'd by not having the circuits needed to effectively set up a new oil outpost. We've swung very far in the other direction - my rail world map has launched ~150 rockets without ever setting a pumpjack outside the ...
by SeaRyanC
Thu May 18, 2017 3:00 am
Forum: General discussion
Topic: (0.15.10+) Water and Steam, what's the plan?
Replies: 83
Views: 30619

Re: (0.15.10+) Water and Steam, what's the plan?

Seems like the new design is better for more people, which is why they changed it.

Arguments based on physicality are odd. I mean, aren't iron plates just iron ore in a different shape? Same for raw wood vs wood? Who even knows?
by SeaRyanC
Wed May 10, 2017 11:57 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile
Replies: 78
Views: 45017

Re: [0.15.1] [kovarex] Non-Conducting heat pipes after 60 tile

It's absolute madness this was even briefly considered to be not-a-bug. I spent a very long time and actually built extra reactors because my steam setup wasn't getting as much heat as the calculations suggested.

Rseding91 and Klonan, I really respect the work you guys do here, but you badly need ...

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