Search found 31 matches

by vinnief
Mon May 20, 2019 1:54 pm
Forum: General discussion
Topic: Are 0.17 recipes expensive AF?
Replies: 5
Views: 2476

Re: Are 0.17 recipes expensive AF?

This worked out very nicely, thank you!
by vinnief
Sat May 18, 2019 2:14 am
Forum: General discussion
Topic: Are 0.17 recipes expensive AF?
Replies: 5
Views: 2476

Re: Are 0.17 recipes expensive AF?

Yeah, I see what you mean. One ore produces 2 plates when the hyper module level is maxed out. I read the author's blog post on the math behind Factorio calculator. I have to get back to my "normal" life, this latest run of Factorio was only supposed to last the weekend so I don't have mon...
by vinnief
Fri May 17, 2019 11:31 pm
Forum: General discussion
Topic: Are 0.17 recipes expensive AF?
Replies: 5
Views: 2476

Are 0.17 recipes expensive AF?

I was just using the calculator to run some numbers on a 1k spm base and it looks like a much larger base is needed to reach the same level of science production compared to 0.16, is this correct? Also I am using "Alien Economy" how can I calculate the proper ratios in light of using Alien...
by vinnief
Sat Apr 07, 2018 10:22 pm
Forum: Gameplay Help
Topic: Enough roboports in megabase?
Replies: 9
Views: 4021

Re: Enough roboports in megabase?

Took seven hours to rearrange the factory and the rails. There were a lot of intermediate stored products which had to be moved (I used logistics bots and chests for that). Now the factory is running but it is using up that stored inventory which of course is in the storage chests away from the acti...
by vinnief
Sat Apr 07, 2018 12:20 pm
Forum: Gameplay Help
Topic: Enough roboports in megabase?
Replies: 9
Views: 4021

Re: Enough roboports in megabase?

This is the situation now. I have not added the roboports yet, but I'm about to (could take hours though):
bots.png
bots.png (2.01 MiB) Viewed 3941 times
by vinnief
Fri Apr 06, 2018 11:53 pm
Forum: General discussion
Topic: The size of bots
Replies: 11
Views: 4474

Re: The size of bots

How about a series of upgrades in the tech tree which allow them to carry increasing numbers of items but also make the recipe more expensive?
by vinnief
Fri Apr 06, 2018 8:24 pm
Forum: Minor issues
Topic: Perpetual bot motion with damaged logistics item
Replies: 4
Views: 2033

Re: Perpetual bot motion with damaged logistics item

Wow, I was wondering how the game represented damaged inventory items, that's actually quite clever :) Thanks for explaining it!
by vinnief
Fri Apr 06, 2018 8:23 pm
Forum: Ideas and Suggestions
Topic: Quality of Life: Better sound for tile placement
Replies: 0
Views: 645

Quality of Life: Better sound for tile placement

The sound of placing concrete, refined concrete, and landfill is quite jarring and at odds with the other sounds in the game. I have to turn my game volume down when i manually place large amounts because it is so annoying. Perhaps a more pleasing tone can be achieved?
by vinnief
Fri Apr 06, 2018 7:06 pm
Forum: Gameplay Help
Topic: Enough roboports in megabase?
Replies: 9
Views: 4021

Re: Enough roboports in megabase?

Maybe I just need a couple of extra rows for some or all of the iron stations, perhaps one extra row for copper and leave the rest alone, since iron and copper volumes are much higher than the other resources.
by vinnief
Fri Apr 06, 2018 7:03 pm
Forum: Gameplay Help
Topic: Enough roboports in megabase?
Replies: 9
Views: 4021

Re: Enough roboports in megabase?

Normally you will need one row of roboports per two rows of beaconized production for bots to catch up. These additional rows can be inserted at the stations, or are you suggesting that I must literally have a row of roboports between every two consecutive rows of beaconed assemblers? in the latter...
by vinnief
Fri Apr 06, 2018 6:56 pm
Forum: Gameplay Help
Topic: Enough roboports in megabase?
Replies: 9
Views: 4021

Re: Enough roboports in megabase?

If bots are lining up in rings around your roboports That happens to my construction or logistics bots when I give them a massive one-time task in an area with minimal roboport connectivity. But in this case it isn't quite getting to the point of a dense ring, it is more like a moderately increased...
by vinnief
Fri Apr 06, 2018 6:28 pm
Forum: Technical Help
Topic: Performance increase tips [slow fps]
Replies: 18
Views: 18151

Re: Performance increase tips [slow fps]

For general playability, I have power switches to turn off parts of my factory when I want to do big expansions. My factory runs at ~20 UPS when everything is going full speed - but with the major parts of it turned off, I can add outposts / make upgrades at a comfortable 55 UPS. I use the "au...
by vinnief
Fri Apr 06, 2018 6:12 pm
Forum: Gameplay Help
Topic: Enough roboports in megabase?
Replies: 9
Views: 4021

Enough roboports in megabase?

I'm bringing a 4k spm megabase online for the first time and it looks like too many bots are queuing at the station roboports during deliveries. Based on this screenshot, do I need to use two rows of roboports on either side of the station (4 rows of roboports total) instead of having just one row o...
by vinnief
Fri Apr 06, 2018 5:22 pm
Forum: Gameplay Help
Topic: Do buffer chest contents count towards logistics item totals
Replies: 1
Views: 879

Do buffer chest contents count towards logistics item totals

Self explanatory, I have 4,800 U-235 in a buffer chest which is available to requestor chests with the option "Request from buffer chests" set, and I am wondering if the buffer chest contents counts towards the total reported on the circuit network when connected to a roboport. It seems it...
by vinnief
Fri Apr 06, 2018 1:28 pm
Forum: Minor issues
Topic: Perpetual bot motion with damaged logistics item
Replies: 4
Views: 2033

Re: Perpetual bot motion with damaged logistics item

Simply request less. Yes, of course that works but is also obvious. I'm bringing this up because it is a bug which could lead to a larger issue. Currently bots do not pick up and deliver items to containers which cannot store the item, either because it already has enough of that item or because th...
by vinnief
Fri Apr 06, 2018 6:00 am
Forum: Minor issues
Topic: Perpetual bot motion with damaged logistics item
Replies: 4
Views: 2033

Perpetual bot motion with damaged logistics item

Setup: * A buffer chest requests and receives enough of a single placeable item to completely fill the chest. * For example, requesting 2,400 laser turrets. * A storage chest or passive provider chest exists in the same logistics zone with some of the same item * One of the storage slots in the buff...
by vinnief
Tue Mar 27, 2018 2:26 am
Forum: Not a bug
Topic: [Rseding91] 0.16.35 stuttering after update
Replies: 3
Views: 1380

Re: [Rseding91] 0.16.35 stuttering after update

I turned off Cliffs Be Gone, and my performance is right back to 60 FPS! Working great, thanks!
by vinnief
Tue Mar 27, 2018 2:24 am
Forum: Not a bug
Topic: [Rseding91] 0.16.35 stuttering after update
Replies: 3
Views: 1380

Re: [Rseding91] 0.16.35 stuttering after update

Thanks for the quick reply, I will try it. However, it never stuttered before, and I've been using the mod for quite a while.
by vinnief
Tue Mar 27, 2018 1:23 am
Forum: Not a bug
Topic: [Rseding91] 0.16.35 stuttering after update
Replies: 3
Views: 1380

[Rseding91] 0.16.35 stuttering after update

My 1k/spm bot-based save was humming along flawlessly at 60fps on my high-end gaming system. But then after I updated from 0.16.31 to 0.16.35 it is now stuttering, with no other changes. I'll note that until now I have had absolutely no performance problems with Factorio whatsoever, with over 1,600 ...
by vinnief
Thu Feb 22, 2018 10:09 pm
Forum: Energy Production
Topic: Uranium Processing Facility (Complete)
Replies: 14
Views: 34977

Re: Uranium Processing Facility (Complete)

For the splitters that only have one half sending out either U-238 or U-235, are those on a circuit network to make that work, a mod, or is that only allowed on the sandbox mode? it is a 0.16.x feature, splitters now have configurable input and output priorities and filters. EDIT: As for horizontal...

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