
Search found 24 matches
- Fri Nov 15, 2019 9:57 pm
- Forum: News
- Topic: Friday Facts #321 - Countdown
- Replies: 71
- Views: 41538
Re: Friday Facts #321 - Countdown
The biggest visual problem I have is that the logo text still isn't vertically justified within itself! Please, please fix that before 1.0! 

- Wed Sep 18, 2019 7:53 am
- Forum: General discussion
- Topic: [0.16] Belt LANE Mixing Balancer Question?
- Replies: 10
- Views: 4050
Re: Belt Mixing LANE Balancer Question?
So if I'm using more than one, I have no option in the poll. Push vs pull balancing require separate designs, and there's multi-belt lane balancing, vs having to throw one on a single belt. I don't see a one size fits all solution.
- Wed Sep 04, 2019 11:20 pm
- Forum: General discussion
- Topic: So... Let's talk about bots, and how to fix them properly...
- Replies: 160
- Views: 71956
Re: So... Let's talk about bots, and how to fix them properly...
Adding time to access chests does not eliminate the problem. You can create more chests instead.
Creating more chests is the intent, and it's a good one. By adding more chests, you cannot directly increase the throughput to single dense assemblers, like you can by adding more bots and a bunch of ...
Creating more chests is the intent, and it's a good one. By adding more chests, you cannot directly increase the throughput to single dense assemblers, like you can by adding more bots and a bunch of ...
- Wed Aug 21, 2019 2:25 am
- Forum: General discussion
- Topic: What mods are you using - and why?
- Replies: 69
- Views: 32946
Re: What mods are you using - and why?
Related question, under the "and why?" subject: Do you consider Long Reach to be cheating or quality of life improvement? Situations that could be considered cheating would be
early-game manual operations
pre-bot inventory refilling logistics
biter nest turret creep/fast building of distant ...
early-game manual operations
pre-bot inventory refilling logistics
biter nest turret creep/fast building of distant ...
- Sat Aug 17, 2019 1:17 am
- Forum: General discussion
- Topic: Factorio age rating?
- Replies: 36
- Views: 20519
Re: Factorio age rating?
What people mean when they say "violence" is often "gore". I wish the latter was used more to specifically delineate what is being concerned, instead of lumping that under the much more broad "violence".
- Wed Aug 07, 2019 5:39 pm
- Forum: General discussion
- Topic: Are Bitters unnecessary?
- Replies: 56
- Views: 25995
Re: Are Bitters unnecessary?
In my opinion, biters are easily overcome in default settings, and thus are a temporary nuisance that don't add much to the game. It's easy in the early game to patrol past a bit past the pollution cloud, preemptively destroying nests to prevent attacks, and not bothering with much static defense ...
- Thu Jun 20, 2019 9:20 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: [WIP] 1000 Science/m
- Replies: 3
- Views: 10557
Re: [WIP] 1000 Science/m
Mine is also still WIP, and isn't fed enough, but this is my plan for sending overkill rails to purple while keeping full density & beaconage. It'll probably need to be left-fed by tons of stone/steel/rods as well.
- Thu Jun 20, 2019 9:04 pm
- Forum: General discussion
- Topic: [Poll] 0.17 Quickbar
- Replies: 34
- Views: 12258
Re: [Poll] 0.17 Quickbar
A little thing that I don't think I've seen mentioned:
I use the bottom-most quickbar as a display for how many raw/intermediate products I'm holding (plates, circuits, stone, etc), and flip the top bar between a few different sets. That lower display is very handy when you're still hand ...
I use the bottom-most quickbar as a display for how many raw/intermediate products I'm holding (plates, circuits, stone, etc), and flip the top bar between a few different sets. That lower display is very handy when you're still hand ...
- Thu Jun 20, 2019 8:52 pm
- Forum: General discussion
- Topic: Question: Where is NewFluids 2?
- Replies: 5
- Views: 3431
Re: Question: Where is NewFluids 2?
Pun intended?

- Wed Jun 05, 2019 8:46 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Processing Units (>700/min)
- Replies: 3
- Views: 9039
Re: Processing Units (>700/min)
By using splitters, you can increase the throughput of a belt into an assembler. The following keeps the assemblers fully busy. It's also mirrorable vertically, and repeatable horizontally until you run out of red circuit bandwidth on that lane.
blue-circuits-beaconed.png
0eNq9Xdtu20YQ/Rc ...
blue-circuits-beaconed.png
0eNq9Xdtu20YQ/Rc ...
- Wed Jun 05, 2019 5:58 pm
- Forum: Show your Creations
- Topic: [0.17] Balanced 7-science starter: Progressively hand-buildable, no bots/modules
- Replies: 0
- Views: 2502
[0.17] Balanced 7-science starter: Progressively hand-buildable, no bots/modules
Overview
full-science-17.jpg
0eNqtnV2PnDeSpf/KQtedxstvsm8XWGCv93IxGMhy2V0YWSWUStPjHfR/35SsLGWVGcwTD3VlyFIeBoMMki/j8MR/v/n5/ee7j4/3H57e/P2/39y/e/jw6c3f/+9/v/l0/9uHt++//L+nPz7evfn7m/unu9/f/O3Nh7e/f/nT3X99fLz79On09Pj2w6ePD49Pp5/v3j+9+dff3tx/+OXuv978PfzrbzdB3n76dPf7z+/vP/x2+v3tu3/cf7g7pSuI+K9 ...
full-science-17.jpg
0eNqtnV2PnDeSpf/KQtedxstvsm8XWGCv93IxGMhy2V0YWSWUStPjHfR/35SsLGWVGcwTD3VlyFIeBoMMki/j8MR/v/n5/ee7j4/3H57e/P2/39y/e/jw6c3f/+9/v/l0/9uHt++//L+nPz7evfn7m/unu9/f/O3Nh7e/f/nT3X99fLz79On09Pj2w6ePD49Pp5/v3j+9+dff3tx/+OXuv978PfzrbzdB3n76dPf7z+/vP/x2+v3tu3/cf7g7pSuI+K9 ...
- Fri May 31, 2019 7:48 pm
- Forum: Show your Creations
- Topic: [0.17] Ultra-compact construction mall (botless, progressively hand-buildable)
- Replies: 4
- Views: 14387
Re: [0.17] Ultra-compact construction mall (botless, progressively hand-buildable)
I covered the reasons for tanks/rails/signals in my post. I find my newer designs use fewer and fewer combinators and wires, especially since splitters are more powerful nowadays, I don't bother conserving electricity, and I like keeping everything stacked up with slight overproduction.
I am ...
I am ...
- Mon Apr 15, 2019 4:18 pm
- Forum: Show your Creations
- Topic: How to kill trees...
- Replies: 11
- Views: 7125
Re: How to kill trees...
I keep a separate boiler purely for burning trees, disconnected from the main power grid. A couple of empty beacons drains the generated power uselessly, and eats wood pretty quickly.
- Mon Apr 08, 2019 3:07 pm
- Forum: General discussion
- Topic: Why no Military Science?
- Replies: 9
- Views: 4211
Re: Why no Military Science?
+1 on removing military science from armor. Without biters, it's a powered utility suit and portable construction roboport.
However, the armor rating itself should probably not increase much without military research. Maybe there can be a few types of armor: utility vs military.
However, the armor rating itself should probably not increase much without military research. Maybe there can be a few types of armor: utility vs military.
- Wed Apr 03, 2019 11:39 pm
- Forum: General discussion
- Topic: Complete oil processing - conditions
- Replies: 17
- Views: 11855
Re: Complete oil processing - conditions
One thing that always bugged me is piping light oil inbetween heavy->light->petroleum cracking, and where the deciding pump for light cracking should be. This is still focusing on a pre-beacon game stage.
It'd be nice if heavy cracking placed its output right into the light cracking, but if the ...
It'd be nice if heavy cracking placed its output right into the light cracking, but if the ...
- Wed Apr 03, 2019 11:17 pm
- Forum: General discussion
- Topic: What mods are you using - and why?
- Replies: 69
- Views: 32946
Re: What mods are you using - and why?
I poked through all the .lua files and tweaked some stuff for engineering focus:
Super long reach, so I can grab from faraway chests & remotely place stuff from the map view(can't open UIs or deconstruct, but oh well)
Increased radar range by quite a bit
Increased solar panel output
Always ...
Super long reach, so I can grab from faraway chests & remotely place stuff from the map view(can't open UIs or deconstruct, but oh well)
Increased radar range by quite a bit
Increased solar panel output
Always ...
- Mon Apr 01, 2019 12:04 am
- Forum: General discussion
- Topic: Belts vs Bots - A response to FFF #224
- Replies: 98
- Views: 56358
Re: Belts vs Bots - A response to FFF #224
I don't use bots personally, and do constrain my building to getting beltworks to feed beacon rows. But there's much less scaling and flexibility in the core design itself there, and it's impossible to use belted fully-beaconed assemblers in anywhere near the same design efficiency as non-beacon ...
- Sun Mar 31, 2019 9:53 am
- Forum: General discussion
- Topic: Belts vs Bots - A response to FFF #224
- Replies: 98
- Views: 56358
Re: Belts vs Bots - A response to FFF #224
It would be nice something that hasn't been already suggested may times would come up.
A more oblique point was raised once before, but didn't gain traction. I whole-heartedly agree with it: The problem rests with BEACONS .
Rows of beacons are the only reason we can't use more parallel belt ...
A more oblique point was raised once before, but didn't gain traction. I whole-heartedly agree with it: The problem rests with BEACONS .
Rows of beacons are the only reason we can't use more parallel belt ...
- Fri Mar 29, 2019 1:29 am
- Forum: General discussion
- Topic: Complete oil processing - conditions
- Replies: 17
- Views: 11855
Re: Complete oil processing - conditions
Because there's no risk of one oil product backing up and running out of refined oil for turrets if you take the crude oil directly at the pump instead of taking the refined oil out of the refinery.
Backed up production never causes an outage in the "heavy>light, light>petrol" conditions. The ...
- Tue Mar 26, 2019 11:18 pm
- Forum: General discussion
- Topic: Complete oil processing - conditions
- Replies: 17
- Views: 11855
Re: Complete oil processing - conditions
Mine is super simple, with just 3 circuit decisions on pumps:
If Heavy > Lube, make lube
If Heavy > Light, crack
If Light > Petroleum, crack
I used to have fiddly numeric tuning parameters like the above posts, but this Just Works and in my opinion works even better than more complex solutions ...
If Heavy > Lube, make lube
If Heavy > Light, crack
If Light > Petroleum, crack
I used to have fiddly numeric tuning parameters like the above posts, but this Just Works and in my opinion works even better than more complex solutions ...