Search found 365 matches

by JimBarracus
Tue Apr 11, 2023 5:44 am
Forum: General discussion
Topic: Nuclear reactor over 1000°C - ideas?
Replies: 4
Views: 2535

Re: Nuclear reactor over 1000°C - ideas?

Maybe something like an emergency shutdown that needs to be reset manually.
The temperature should drop quickly and you need to reheat the reactor as if it was new.
by JimBarracus
Mon Mar 13, 2023 9:59 am
Forum: Gameplay Help
Topic: Behemoth spitter size
Replies: 2
Views: 873

Re: Behemoth spitter size

A gap of two fields is enough for any biter.
But biters can block each other and when too many are rushing your wall maze some might start attacking the walls because their path is blocked.

It depends on the size of the group of biters.
by JimBarracus
Thu Feb 23, 2023 12:22 pm
Forum: Gameplay Help
Topic: Can Steam power be prioritized?
Replies: 14
Views: 2561

Re: Can Steam power be prioritized?

From the wiki: https://wiki.factorio.com/Electric_system Electricity is provided on a priority basis. The demand for energy is satisfied by generators in following order: Solar panels – Top priority; they always work at maximum performance available, unless they can cover all demand of the network, ...
by JimBarracus
Tue Jan 10, 2023 1:32 pm
Forum: General discussion
Topic: Expansion hype thread - Any updates on when/if there will be an expansion?
Replies: 130
Views: 31083

Re: Why are you guys so pressed?

AlphaFortyOne wrote:
Wed Jan 04, 2023 10:17 pm
it has to have some value over free mods).
Kind of obvious and I guess the devs already know this but:
The devs should look at what mods cant do at the moment.
by JimBarracus
Mon Nov 28, 2022 9:01 am
Forum: Gameplay Help
Topic: Coal liquefaction statistics
Replies: 8
Views: 1746

Re: Coal liquefaction statistics

catalysts allow to "cheat" Putting 90 HO out gives you a lot of free HO when you use production modules. Thats also the reason why production modules are disabled for Covarex. Its also annoying that you need to bring a barrel of HO to jumpstart a new coal liquification plant. I would also ...
by JimBarracus
Tue Nov 01, 2022 7:47 am
Forum: Gameplay Help
Topic: production tab
Replies: 5
Views: 1157

Re: production tab

Thanks I was thinking about something like that.

I dont think this will get implemented.
by JimBarracus
Mon Oct 31, 2022 7:07 am
Forum: Gameplay Help
Topic: production tab
Replies: 5
Views: 1157

production tab

Is it possible to see the total pollution generated over time? All I can see are the entities like miners etc. I would like to see them added up in a single graph. A stacked bar chart would work https://chartio.com/assets/9bfb20/tutorials/charts/stacked-bar-charts/073137bf11f1c2226f68c3188128e28d661...
by JimBarracus
Tue Oct 25, 2022 9:39 am
Forum: General discussion
Topic: Expansion hype thread - Any updates on when/if there will be an expansion?
Replies: 130
Views: 31083

Re: Why are you guys so pressed?

Removing split fluid wagons also broke some designs.

I actually miss the old steam boilers.
by JimBarracus
Mon Oct 24, 2022 7:37 am
Forum: General discussion
Topic: Factorio and its optimisation
Replies: 8
Views: 3874

Re: Factorio and its optimisation

Do any of you have any other knowledge when it comes to how optimised Factorio is, from the side of game development curiosities or anegdotes/stories? Well its hard to measure how well this game is optimized. Only way I could think of is a benchmark megabase. But some changes make it difficult to c...
by JimBarracus
Fri Oct 14, 2022 4:41 am
Forum: Ideas and Suggestions
Topic: Don't connect to deconstructed power / No auto connect wires when deconstruccting
Replies: 10
Views: 1874

Re: Don't connect to deconstructed power / No auto connect wires when deconstruccting

thats partly the reason why I have a redundand power supply to basically everything.

If you care about the build order you should use multiple blueprints.
by JimBarracus
Thu Oct 13, 2022 8:03 am
Forum: Gameplay Help
Topic: do resources in factorio go up or down. and at what productivity lvl they switch direction?
Replies: 19
Views: 3761

Re: do resources in factorio go up or down. and at what productivity lvl they switch direction?

Well there are theoretically infinite resources on the map. You can increase them by 10% with every research. What it actually saves you is the need to find new ore patches sooner and gives you free ores. The ore ouput from an ore field is increased. You can fill a train faster. Cost also becomes ir...
by JimBarracus
Mon Oct 10, 2022 5:16 am
Forum: General discussion
Topic: Lore and its lack in Factorio.
Replies: 4
Views: 1391

Re: Lore and its lack in Factorio.

I think its good that there is no real mission. No HQ that gives you the next task to do. The tech tree is more than enough to guide the player through the game. The back story does not really matter. You end up on a planet, there is no contact to where ever you came from. Help is not expected. You ...
by JimBarracus
Thu Sep 29, 2022 11:52 am
Forum: Gameplay Help
Topic: How do you all explore the map?
Replies: 3
Views: 2306

Re: How do you all explore the map?

Artillerie range, send some shells in the unknown areas.
by JimBarracus
Mon Sep 19, 2022 4:57 am
Forum: General discussion
Topic: Factorio confessions
Replies: 34
Views: 10649

Re: Factorio confessions

I use exclusivly blue underground belts and splitters once I automated them.

Even when I use slower belts and dont need the additional length.
by JimBarracus
Mon Sep 12, 2022 8:40 am
Forum: Gameplay Help
Topic: How common is it to deconstruct EVERYTHING and start over late-mid game?
Replies: 38
Views: 8755

Re: How common is it to deconstruct EVERYTHING and start over late-mid game?

I usually leave my initial setup for my mall. Science gets a new place where I start from scratch. But to be honest it took me several attempts to be able to start with a fairly good initial setup that can be used later on. But its still hard to build a good inital base. Every piece of belt is value...
by JimBarracus
Mon Aug 01, 2022 9:44 am
Forum: Gameplay Help
Topic: Unfair train scheduling
Replies: 8
Views: 2425

Re: Unfair train scheduling

I believe this would be fixed if the tiebreak applied to trains was wait time rather than train ID. This would give on average fair scheduling in these kinds of situations and a more repeatable and intuitive over-all train network behaviour that didn't depend upon what order bots placed things. Ins...
by JimBarracus
Wed Jul 13, 2022 6:50 am
Forum: Gameplay Help
Topic: Destroyed buildings remain as ghosts
Replies: 9
Views: 3696

Re: Destroyed buildings remain as ghosts

was it always like that?

with 0.17.0 it was changed from 1h to 168h

If I remember it correctly ghosts of destroyed buildings were there from the beginning and not locked behind research before 0.17.0
by JimBarracus
Thu Jun 30, 2022 12:27 pm
Forum: Outdated/Not implemented
Topic: Train station priority
Replies: 9
Views: 3109

Re: Train station priority

A workaround is to add several train stations to the low priority station.

If there are enough stations and the path penalty is very high the other station will be preferred, if available.

read more: Railway- Factorio Wiki
by JimBarracus
Tue Jun 14, 2022 4:44 am
Forum: General discussion
Topic: Should Construction Robots Prioritze Storage Chests ?
Replies: 35
Views: 10086

Re: Should Construction Robots Prioritze Storage Chests ?

I feel like this is prioritizing putting to storage vs taking from ? In the first step yes. Active provider chests are usually empty or close to empty. Bulk storage happens in storage chests. Priotizing storage chests means that everything is in storage chests. Construction bots have to take items ...
by JimBarracus
Mon Jun 13, 2022 12:29 pm
Forum: General discussion
Topic: Should Construction Robots Prioritze Storage Chests ?
Replies: 35
Views: 10086

Re: Should Construction Robots Prioritze Storage Chests ?

If you want to priotize storage chests you can use active provider chests.

Active provider chests are usually empty.
Produced amounts are controlled by the inserter removing the produced item from the assembler.

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