Search found 30 matches

by astroshak
Wed Jan 16, 2019 4:49 am
Forum: Gameplay Help
Topic: About pollution and green mods
Replies: 10
Views: 218

Re: About pollution and green mods

Hmmm. "My" problem is sadly not touched by your post : I am playing with several Mods on a Deathworld. Every tiny bit of pollution that "escapes" speeds up the evolution progress and therefore reducing my time to prepare for the really nasty / angry neighbors. My goal is to reduce my pollution outp...
by astroshak
Tue Jan 15, 2019 9:11 pm
Forum: Gameplay Help
Topic: About pollution and green mods
Replies: 10
Views: 218

Re: About pollution and green mods

The purpose of cleaning up Pollution is not to undo evolution; the purpose is to reduce the footprint of your Pollution cloud, which means, reduce the frequency and severity of retaliatory attacks on your factory by the biters. If you don’t care about biter attacks, because you can handle them witho...
by astroshak
Sun Jan 13, 2019 6:15 pm
Forum: Gameplay Help
Topic: Satellites and Rockets
Replies: 2
Views: 107

Re: Satellites and Rockets

The launch pad window shows that you need so many of the three rocket component parts. It tells you how many rocket sections have been completed (out of the 100 required). Once its finished the rocket, then it shows you the rocket’s cargo. If you’ve got it set for automatic launch with satellite, it...
by astroshak
Fri Jan 11, 2019 12:47 am
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 153
Views: 11508

Re: Friday Facts #276 - Belt item spacing & Script rendering

There’s a mod for that. There’s another mod for five new tiers of belts that are two to six times as fast as a blue belt, though these belts can be pulled from directly. That said, do you bother to use red, or at least blue, belts as expressways to feed yellow belt assembly machine lines, using spli...
by astroshak
Thu Jan 10, 2019 2:08 am
Forum: General discussion
Topic: How many main bus lines do you generally use?
Replies: 11
Views: 723

Re: How many main bus lines do you generally use?

You’re allowed to do your bus as you see fit. I don’t make any two buses identical unless I’m following a blueprint for some starter base. I do, however, start with yellow belts, so my busses are 4 belts wide, with two spaces between each set of four, to allow for undergrounds. If you want to use a ...
by astroshak
Thu Jan 10, 2019 1:44 am
Forum: General discussion
Topic: How many main bus lines do you generally use?
Replies: 11
Views: 723

Re: How many main bus lines do you generally use?

Personally, I’ll run 8 lines of copper, 8 lines of iron, 2 lines of steel, and 1 line each for coal and stone. I’ll also run one line of most everything else, except for red and green circuits, which get 2 and 4 (or more!) respectively. Although maintaining proper spacing is more challenging this wa...
by astroshak
Sun Jan 06, 2019 2:13 am
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 157
Views: 9421

Re: Friday Facts #274 - New fluid system 2

In real life, fluid systems are generally overbuilt for these kinds of scenarios - unless they're huge or part of spacecraft. I don't like the first paragraph being implemented because it would penalize diagonal runs unless special rules were put in place for those - I'm hoping for visual straighte...
by astroshak
Thu Jan 03, 2019 2:48 am
Forum: General discussion
Topic: Did no one else notice massive nerf of tank in 0.17?
Replies: 62
Views: 2671

Re: Did no one else notice massive nerf of tank in 0.17?

Not going to speak towards mods, but just plain old Vanilla, I never found the Tank to be squishy. Load the thing up with Solid Fuel, and its fast enough to outrun many Biters. Yes, the MG being nerfed will hurt, but its not hard to just drive around shooting spawners with the MG (or Cannon, or Flam...
by astroshak
Thu Dec 27, 2018 12:22 am
Forum: Gameplay Help
Topic: How long will it be allright?
Replies: 5
Views: 254

Re: How long will it be allright?

I like to have 8 belts of Iron Plate, 4 belts of Copper Plate, and 2 belts of Steel. This means, 12 smelting columns (of 48 Stone/Steel Furnaces each) for the Iron/Copper, and 10 smelting columns (96 Stone/Steel furnaces each) for the Steel. 1 Steel takes 5 Iron to produce. Smelt the 5 Iron Ore into...
by astroshak
Thu Dec 27, 2018 12:14 am
Forum: General discussion
Topic: What about a subscription model for Factorio starting with 0.18?
Replies: 43
Views: 1654

Re: Factorio Roadmap for 0.17 & 0.18

What about a subscription model for Factorio starting with 0.18? Kovarex in the Price change thread Kovarex is not only a giftet dreamer but also a realist and will have to adapt to hard facts [Koub] Moved because response to (now) deleted OP crosspost. Sorry for inconvenience. The fact is .. subsc...
by astroshak
Wed Dec 26, 2018 11:07 am
Forum: General discussion
Topic: What about a subscription model for Factorio starting with 0.18?
Replies: 43
Views: 1654

Re: What about a subscription model for Factorio starting with 0.18?

If you bother to look at any newer MMO long enough you’ll see that many people there are against the subscription model. The reason for it (one of them, the main one I’ve noticed) seems to be they don’t want to feel obligated to play the game every month, yet they are paying for it every month. That...
by astroshak
Tue Dec 25, 2018 2:54 pm
Forum: Gameplay Help
Topic: Train track highlight more than 5 cars?
Replies: 4
Views: 277

Re: Train track highlight more than 5 cars?

Since the means of adding and removing stuff from trains - be it fuel, fluid, or solid cargo - all require power to move onto and off of the train, I simply put Medium Power Poles between each indicated car segment, whether its to be a Locomotive, Cargo Wagon, or Fluid Wagon. No guesswork needed for...
by astroshak
Sun Dec 09, 2018 3:33 pm
Forum: Gameplay Help
Topic: Labs + Inserters
Replies: 14
Views: 594

Re: Labs + Inserters

IMO the issue isn’t a matter of “uneven draw” but rather, making sure that each lab stays busy. When you can pull the pack being used out of the lab to put it into another lab, for a brief time that pack is not generating anything, because its in the inserters rather than either lab. And this usuall...
by astroshak
Sun Dec 09, 2018 1:09 am
Forum: Gameplay Help
Topic: Labs + Inserters
Replies: 14
Views: 594

Re: Labs + Inserters

Burner type entities when given a stack of fuel, eat one and the Fuel Consumption bar is filled to 100%, and then as energy is used, that Fuel Consumption bar depletes to 0%, at which point another piece of fuel is eaten from the stack. Even Reactors operate in this general way, they just take 200 s...
by astroshak
Thu Dec 06, 2018 11:21 am
Forum: Gameplay Help
Topic: My tale of woe (train signal problems)
Replies: 7
Views: 270

Re: My tale of woe (train signal problems)

Many people use two way track for the various train stops. This minimizes the footprint for an ore loading area, or a plate unloading area. For the main highways, however, that connect them all together, you really want a two track system. Four may be desired at some point, if you have that much tra...
by astroshak
Thu Dec 06, 2018 11:14 am
Forum: Gameplay Help
Topic: Labs + Inserters
Replies: 14
Views: 594

Re: Labs + Inserters

I have found that the easiest way to set this up is through the use of a Constant Combinator controlling which science packs the Filter Inserters will move. I also found that, for expandability, and for allowing for Beacons, only using two sides for the science packs is best. Use some Long Handed In...
by astroshak
Mon Nov 26, 2018 11:06 am
Forum: Mods
Topic: [REL 0.16] High definition pipes v0.1.10
Replies: 16
Views: 325

Re: [REL 0.16] High definition pipes v0.0.1

I can’t speak for other nations, but in the US, the American Water Works Association and other relevant water authorities have set up a common color scheme, for underground markings and for above ground appertenances such as fire hydrants and air release valve assemblies. In other words, we paint ou...
by astroshak
Sat Nov 24, 2018 6:32 pm
Forum: Gameplay Help
Topic: Train setup/signaling
Replies: 18
Views: 477

Re: Train setup/signaling

First Image : replace the Chain Signals in the stacker with Rail Signals. Those are parking spaces, right? Replace the Rail Signal(s) after the stacker with Chain Signals. I usually put a Rail Signal right after the Train Stop just to ensure that the next train can enter immediately. Second image : ...
by astroshak
Sat Nov 24, 2018 4:43 am
Forum: Gameplay Help
Topic: Red belt throughput
Replies: 10
Views: 413

Re: Red belt throughput

I have a hard time figuring that mod out, personally. So rather than recommend something I can’t really make good use of, and since he was trying to do the math, I decided instead to put forth the right formula.
by astroshak
Fri Nov 23, 2018 12:24 pm
Forum: Gameplay Help
Topic: Red belt throughput
Replies: 10
Views: 413

Re: Red belt throughput

So I found something interesting out. So I set up 10 Green circuit assembly machine 1s using the perfect ratio of copper wire to GC of 3:2. Since GC take 0.5 second to make 10×2=20/s. Mathematically this should fill 4/5 of a red belt as it has a throughput of 26.67 items/s, but it only fills 4/5 of...

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