Search found 82 matches

by Khagan
Thu Apr 15, 2021 10:08 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1.32] Shift-cut has cosmetic effect only
Replies: 2
Views: 715

Re: [1.1.32] Shift-cut has cosmetic effect only

Klonan wrote: ↑
Thu Apr 15, 2021 8:06 am
It is working as intended that the cut does nothing with shift: 88262
So there is no way to cut with tiles?
by Khagan
Thu Apr 15, 2021 12:06 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1.32] Shift-cut has cosmetic effect only
Replies: 2
Views: 715

[Klonan] [1.1.32] Shift-cut has cosmetic effect only

If I shift-drag when selecting an area to copy, the selection rectangle changes from white to blue, and on release a blueprint editor window appears (allowing e.g. inclusion of tiles). If I shift-drag when selecting an area to cut, the selection rectangle changes from white to red, but on release th...
by Khagan
Wed Apr 14, 2021 9:25 am
Forum: Gameplay Help
Topic: Option to include entities / tiles / trains / station names in copy&paste
Replies: 9
Views: 664

Re: Option to include entities / tiles / trains / station names in copy&paste

Only works this way with copy. with cut you can place the blueprint on your shortcut bar, and then edit the blueprint. delete after use . Sure, but you can do that without shifting. As it stands, the effect of shift on cut is purely cosmetic, which is surely not the intention. Since it's not just m...
by Khagan
Tue Apr 13, 2021 10:11 pm
Forum: Gameplay Help
Topic: Option to include entities / tiles / trains / station names in copy&paste
Replies: 9
Views: 664

Re: Option to include entities / tiles / trains / station names in copy&paste

Hold down shift when selecting the area to cut or copy. This will then allow editing of the copy selection as if it was a blueprint which includes allowing entities/times/trains/station names if appropriate. Can someone confirm that this is expected to work with cut as well as with copy? If I shift...
by Khagan
Thu Apr 08, 2021 8:07 am
Forum: Gameplay Help
Topic: What is the throughput of a turbine?
Replies: 7
Views: 458

Re: What is the throughput of a turbine?

I've always worked on the basis that each boiler-to-boiler or turbine-to-turbine connection is equivalent for flow purposes to one unit of pipe. The wiki table clearly shows that *two* boiler are supposedly the same as *one* pipes though. Yup. And two boilers means one boiler-to-boiler connection.
by Khagan
Thu Apr 08, 2021 1:18 am
Forum: Gameplay Help
Topic: What is the throughput of a turbine?
Replies: 7
Views: 458

Re: What is the throughput of a turbine?

The page about the https://wiki.factorio.com/Fluid_system#Pipelines only says, a pump-boiler-boiler-pump setup has a tp of 6000/s. What does that mean? Building to building is limited to 6000/s? I've always worked on the basis that each boiler-to-boiler or turbine-to-turbine connection is equivalen...
by Khagan
Tue Mar 02, 2021 6:41 am
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.25] Can't place a wall ghost near trees
Replies: 9
Views: 1120

Re: [1.1.25] Can't place a wall ghost near trees

This is working as intended, unfortunatelly. I'm fairly sure it has only started happening very recently (perhaps even being new in 1.1.25); I noticed it for the first time a day or two ago. Have the intentions changed? (A similar problem with cliffs not being demolished when needed has been around...
by Khagan
Mon Feb 22, 2021 9:18 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1413
Views: 208806

Re: Simple Questions and Short Answers

Spidertron: Do the exoskeleton speed bonus stack? Are there any diminishing returns? The bonuses add. The fact that they add instead of multiplying is an implicit diminishing return. Maybe I don't know the technical, official, mathy meaning of "diminishing return," but when I use it in th...
by Khagan
Mon Feb 22, 2021 8:43 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1413
Views: 208806

Re: Simple Questions and Short Answers

Latakia wrote: ↑
Mon Feb 22, 2021 7:57 pm
Spidertron: Do the exoskeleton speed bonus stack? Are there any diminishing returns?
The bonuses add. The fact that they add instead of multiplying is an implicit diminishing return.
by Khagan
Wed Feb 03, 2021 8:43 am
Forum: Gameplay Help
Topic: When can I (safely) start with nuclear power?
Replies: 29
Views: 2626

Re: When can I (safely) start with nuclear power?

a 1x2 reactor core takes 14 Storage Tanks to hold all the Steam. Every 1x2 you tack on to that adds 26 more Storage Tanks for the Steam. You don't need anything like that many tanks to hold all the energy from one nuclear fuel cell, since the heat pipes also store energy, and you will have at least...
by Khagan
Wed Feb 03, 2021 8:27 am
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 5015

Re: Efficiency Module Scaling

Make prod use fewer components per craft, instead of giving you more outputs. And remove the speed penalty. That is only a quantitative change. For the same percentages, it makes productivity modules better. But it doesn't change the nature of the synergy between productivity and speed. Yes, it doe...
by Khagan
Tue Feb 02, 2021 8:34 am
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 5015

Re: Efficiency Module Scaling

foamy wrote: ↑
Tue Feb 02, 2021 7:02 am
Make prod use fewer components per craft, instead of giving you more outputs. And remove the speed penalty.
That is only a quantitative change. For the same percentages, it makes productivity modules better. But it doesn't change the nature of the synergy between productivity and speed.
by Khagan
Mon Dec 21, 2020 2:56 am
Forum: General discussion
Topic: Come up with new infinite research
Replies: 34
Views: 2630

Re: Come up with new infinite research

Just be glad they do not separate out the Mining Productivity tech into its six (vanilla) components : Coal, Stone, Iron, Copper, Uranium, Crude Oil. That would be one nasty choice, would it not? The choice would be easy: lots of iron and copper and minimal amounts of the rest. But it would be rath...
by Khagan
Tue Dec 15, 2020 11:12 pm
Forum: Releases
Topic: Version 1.1.6
Replies: 26
Views: 23121

Re: Version 1.1.6

reprocessing: now 5 used cells -> 3 uran 20% -- 4+1 -> 20 used cells -> 15 uran -> 70 used cells -> 52.5 uran nuclear with kovarex + new reprocessing: --> 107 - 52.5 -> 54.5 uran = 70 cells --> 0.778571428571429 uran = 1 cell You've calculated the productivity on the reprocessing as 25%, not 20%. W...
by Khagan
Thu Dec 10, 2020 3:18 am
Forum: General discussion
Topic: What do you think Petroleum Gas is?
Replies: 5
Views: 736

Re: What do you think Petroleum Gas is?

I know some of you may not care about this, but it's something that I've always been curious about and I'd like to get people's input on the following: What do you think Petroleum Gas is technically supposed to be? It's just a collective term for the lightest fractions of the crude petroleum oil. P...
by Khagan
Thu Dec 03, 2020 4:24 am
Forum: Gameplay Help
Topic: trouble with reactor
Replies: 24
Views: 1368

Re: trouble with reactor

I'd much rather a system that can extract all the heat from a reactor albiet with minor non-utilization in the exchangers/turbines than one balanced the other way around. In principle I agree. The reactors set the maximum sustained average power production, while the turbines set the maximum instan...
by Khagan
Thu Dec 03, 2020 2:16 am
Forum: General discussion
Topic: Factorio SpeedRunners and Videos
Replies: 18
Views: 1128

Re: Factorio SpeedRunners and Videos

Koub wrote: ↑
Wed Dec 02, 2020 10:17 pm
we have a saying in French : Hell is paved with good intentions.
A subtle but interesting difference from the English version, which has ''The road to Hell" instead of just "Hell". :twisted:
by Khagan
Tue Dec 01, 2020 5:19 am
Forum: Balancing
Topic: Express transport belt to express underground belt, splitter recipe?
Replies: 9
Views: 747

Re: Express transport belt to express underground belt, splitter recipe?

Yep, I'd also agree that upgrading from yellow to red and from red to blue should be done later rather than sooner. a yellow belt is 1.5 iron, 1 red belt is 11.5 iron, and a blue 31.5 iron and 20 lube. The service to cost ratio is heavily tilted towards the smaller tier, so higher tiers should only...
by Khagan
Tue Nov 24, 2020 2:46 am
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 45300

Re: Version 1.1.0

This is to make the stuff in the quickbar act like items. If you have something in your cursor and click over an item, it moves to the new slot. there was a lot of confusion about the shortcut vs item thing before. I like the new change: it seems more correct. But the whole point is that while the ...
by Khagan
Mon Nov 23, 2020 10:12 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 45300

Re: Version 1.1.0

Added logistic requests to spidertron. Added support to use blueprints, deconstruction planners, upgrade planners, and modded selection tools from the map view. Added vertical/horizontal blueprint flipping. Ghost build can be used to fast replace non-ghost entities, which results in an upgrade orde...

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