Search found 76 matches

by Khagan
Tue Mar 02, 2021 6:41 am
Forum: Resolved for the next release
Topic: [1.1.25] Can't place a wall ghost near trees
Replies: 9
Views: 481

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: 1364
Views: 196716

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: 1364
Views: 196716

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: 1965

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: 4117

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: 4117

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: 2144

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: 22444

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: 629

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: 1225

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: 970

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: 615

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: 220
Views: 40661

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: 220
Views: 40661

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...
by Khagan
Tue Nov 17, 2020 12:44 am
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.69] Repeated update announcements on startup
Replies: 22
Views: 2948

Re: [posila] [0.17.69] Repeated update announcements on startup

As the original reporter of what is currently the sole 'Assigned' bug, should I feel personally responsible for the fact that 1.1 has not yet been released? :)
by Khagan
Mon Nov 16, 2020 1:11 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 48482

Re: Friday Facts #363 - 1.1 is getting close

Building belts in a line without spraying them all over the place is really nice. Could you maybe add this also while pressing a button so it can be used for anything? E.g. if I create a new station I have to drag a line of chests but usually spray them all over the place. Being able to go in a str...
by Khagan
Sun Oct 11, 2020 11:55 pm
Forum: Outdated/Not implemented
Topic: New api in a OOP language?
Replies: 38
Views: 1669

Re: New api in a OOP language?

Lua is generally the defacto language for most games these days. [...] If it were up to me, gaming folks would be using python3.6+ Python is powerful and flexible. But that power comes at a price in infrastructure overhead. To embed Lua in an application, including the usual built-in Lua libraries,...
by Khagan
Sat Oct 10, 2020 10:01 am
Forum: General discussion
Topic: Is high train braking force better? Not really...
Replies: 20
Views: 1564

Re: Is high train braking force better? Not really...

I am using a simple roundabout for my base. I know it’s not the best It would be much better if it were properly signalled: with the loop divided into quadrants by chain signals, your two sample trains wouldn't even have to stop at all. This one is signalled for LHT, but you just have to flip the s...
by Khagan
Mon Oct 05, 2020 11:30 pm
Forum: General discussion
Topic: [POLL] Left- or Right- hand rails and roads?
Replies: 24
Views: 1919

Re: [POLL] Left- or Right- hand rails and roads?

Aru wrote:
Mon Oct 05, 2020 10:39 pm
Image
Yes, but you had to move the tracks to do it. The configuration you have here works equally well for RHT or LHT (and is in fact the one I usually use now).
by Khagan
Mon Oct 05, 2020 10:27 pm
Forum: General discussion
Topic: [POLL] Left- or Right- hand rails and roads?
Replies: 24
Views: 1919

Re: [POLL] Left- or Right- hand rails and roads?

I mostly assumed, and very non-extensively tested, that right hand drive had more options for signalling intersections. You'd think so, wouldn't you. But let me offer a counter-example. This simple T-junction is optimally signalled for LHT: LHTOnly.png I can see no way that the same configuration o...

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