Search found 279 matches

by Theikkru
Thu Oct 15, 2020 7:10 pm
Forum: Railway Setups
Topic: Sunflower junction (8-way RHD unbuffered double roundabout; 11-car max)
Replies: 4
Views: 228

Re: Sunflower junction (8-way RHD unbuffered double roundabout; 10-car max)

Is that because they actually take a left turn/the inner circle when they do a U-turn? Yes. I'm currently trying to redesign it so the trains entering the junction in a left turn don't block the exit to their immediate right... OK I've fixed it so that the blocking no longer occurs. This had the si...
by Theikkru
Thu Oct 15, 2020 4:07 pm
Forum: Railway Setups
Topic: Sunflower junction (8-way RHD unbuffered double roundabout; 11-car max)
Replies: 4
Views: 228

Re: Sunflower junction (8-way RHD unbuffered double roundabout; 10-car max)

It's an unbuffered junction governed by chain signals, so it shouldn't ever deadlock, so long as the exit lanes remain unobstructed. I don't have a good way to measure throughput since there isn't a neat tool (like the 4-way throughput tester) that will work properly on this thing; there can technic...
by Theikkru
Thu Oct 15, 2020 12:19 pm
Forum: Railway Setups
Topic: Sunflower junction (8-way RHD unbuffered double roundabout; 11-car max)
Replies: 4
Views: 228

Sunflower junction (8-way RHD unbuffered double roundabout; 11-car max)

As far as I'm aware, no-one's posted an 8-way junction. The lack of one's been weighing on my mind for a while now, so I sat down and made one. I'm not entirely convinced there's a practical necessity for such a thing, but here it is anyways: Sunflower.png 0eNqlndtuXEcORf+ln2WjWHf6N/I4CAa+aBIBsmzIcm...
by Theikkru
Wed Oct 14, 2020 12:08 am
Forum: Spread the Word
Topic: Elon Musk tweets about factorio
Replies: 9
Views: 1141

Re: Elon Musk tweets about factorio

[...]They are also using low orbits, where air resistance will naturally cause debris to fall[...] There's an interesting corollary on top of this. Because air resistance is dependent on the frontal cross-section of an object, (which is a square function of size,) and its momentum is dependent on t...
by Theikkru
Tue Oct 13, 2020 11:13 am
Forum: Not a bug
Topic: [1.0.0][Reminder for 1.1.0] Migration dialog should respond to hotkeys
Replies: 2
Views: 113

Re: [1.0.0][Reminder for 1.1.0] Migration dialog should respond to hotkeys

Sorry, I thought it was weird (and unintended) that the migration dialogue in 1.0.0 doesn't respond directly to the regular hotkeys (E and Enter), and instead seems to store the keypresses(?) until the dialogue is closed (i.e. after clicking Confirm, I pop out of my car and my inventory opens).
by Theikkru
Tue Oct 13, 2020 10:37 am
Forum: General discussion
Topic: "Widely used" settings that motivate the use of trains
Replies: 9
Views: 409

Re: "Widely used" settings that motivate the use of trains

Try these changes from default: Reduce all resource densities to 33%. Reduce all resource frequencies to 50%. Double enemy expansion minimum group size (to 10). Halve enemy expansion maximum cooldown (to 30 min). Reducing density, especially, will force you out of the comfort of the starting area in...
by Theikkru
Tue Oct 13, 2020 10:07 am
Forum: Not a bug
Topic: [1.0.0][Reminder for 1.1.0] Migration dialog should respond to hotkeys
Replies: 2
Views: 113

[1.0.0][Reminder for 1.1.0] Migration dialog should respond to hotkeys

This is technically undefined behavior as of 1.0.0, but it was recently brought to my attention that there is intent for 1.1.0 to make all dialogs close consistently upon pressing E. I'd just like to point out that the version migration window that pops up when loading an older game save does not cu...
by Theikkru
Mon Oct 12, 2020 12:57 pm
Forum: Implemented Suggestions
Topic: Player Request Confirmation Not Needed
Replies: 22
Views: 537

Re: Player Request Confirmation Not Needed

[...] The numbers you choose within the slider options *don't* take effect until you accept them. 'E', following suite, should not then apply these changes as it would be affecting the options / windows without an explicit "a-ok" from the player[...] Except that's not what "not affect the window co...
by Theikkru
Mon Oct 12, 2020 3:16 am
Forum: General discussion
Topic: The RTS Twist
Replies: 8
Views: 345

Re: The RTS Twist

b)
↳2) You lose your car and are forced to retreat, but because you're a true Factorian, you whip another car, more ammo, and some fuel out of your pocket and get back to clearing before the nests/worms have a chance to regenerate their health.
by Theikkru
Mon Oct 12, 2020 2:18 am
Forum: Gameplay Help
Topic: how do I switch between accumulator and steam/coal based machine?
Replies: 42
Views: 1488

Re: how do I switch between accumulator and steam/coal based machine?

[...] Your main power grid should be whatever is connected to your factory. The boilers are going to be backup power from now on, right? yess. so is this connection correct? (ill ask regarding the programming again once the connection already in place) Screenshot (1292)_LI.jpg [...] There are 2 par...
by Theikkru
Sun Oct 11, 2020 9:32 am
Forum: Combinator Creations
Topic: Smart ammo loader with 0 combinators! Super useful!
Replies: 8
Views: 339

Re: Smart ammo loader with 0 combinators! Super useful!

Optymistyk wrote:
Sun Oct 11, 2020 8:12 am
Damn, that's actually better. I just don't like the chest cuz even if you limit it it's gonna store at least 200 ammo
Not if you tell the assembler inserter to fill it less.

On another note, irony: a Combinator Creation with 0 combinators.
by Theikkru
Sun Oct 11, 2020 3:10 am
Forum: Videos
Topic: How C&C Fans Play Factorio
Replies: 7
Views: 236

Re: How C&C Fans Play Factorio

TheRangerLOL wrote:
Sun Oct 11, 2020 2:19 am
I like how the Nod belts go faster than the GDI belts.
The GDI didn't approve of the use of lube on their belt bearings because it has tiberium in it.
by Theikkru
Sun Oct 11, 2020 3:07 am
Forum: Technical Help
Topic: Keys temporarily exhausted error
Replies: 9
Views: 211

Re: Keys temporarily exhausted error

For the record, I've seen many more complaints about Steam than standalone due to their version control system, and you'd have to deal with the Factorio website backend anyways in order to get your accounts all linked up, so I'd advise getting whatever key weirdness hashed out with the devs directly...
by Theikkru
Sun Oct 11, 2020 2:34 am
Forum: Gameplay Help
Topic: how do I switch between accumulator and steam/coal based machine?
Replies: 42
Views: 1488

Re: how do I switch between accumulator and steam/coal based machine?

TheRangerLOL wrote:
Sun Oct 11, 2020 1:40 am
[...]Btw, my version of factorio doesn't allow you to connect wires to the boiler. What kinda stuff does it let you do when you do connect?
[...]
Boilers are still unwireable in vanilla 1.0. But jeez, what version are you using!? That boiler design is ancient!
by Theikkru
Sat Oct 10, 2020 10:53 pm
Forum: Gameplay Help
Topic: Burning mining drill is not drilling
Replies: 6
Views: 173

Re: Burning mining drill is not drilling

[...]I think burner inserters should've taken coal from burner mining wheel even though they are not in front of drop point of them.. That's what long inserters do, don't they? They didn't move any coal because the furnaces on the other side already had enough coal in them (due to the scenario sett...
by Theikkru
Sat Oct 10, 2020 10:43 pm
Forum: Gameplay Help
Topic: how do I switch between accumulator and steam/coal based machine?
Replies: 42
Views: 1488

Re: how do I switch between accumulator and steam/coal based machine?

[...] so is this connection correct? sorry, your image is too crowded, so I'm not sure if you put electric pole between switcher or none at all (Blue: Accumulator, Orange: Boiler) Screenshot (1267)_LI.jpg [...] The connection from the accumulators is fine, but the combinator logic needs fixing. Loa...
by Theikkru
Sat Oct 10, 2020 9:50 pm
Forum: Gameplay Help
Topic: Burning mining drill is not drilling
Replies: 6
Views: 173

Re: Burning mining drill is not drilling

There are several burner drills, some of which are working. All the ones on the left side aren't working because the burner inserters are blocking the output tile. I don't see a bug. Compare the spacing of the top drill to the left drills.
by Theikkru
Sat Oct 10, 2020 9:09 pm
Forum: General discussion
Topic: Is high train braking force better? Not really...
Replies: 20
Views: 855

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

[...] For the sake of illustration, lets say a train takes 10 track tiles to slow down 10 KPH. If it is traveling at 200 KPH, it will take 200 tiles to hit 0. Thus, it has to reserve that many signals ahead, and start breaking that far out. On the other hand, if it takes 5 tiles to slow down 10 KPH...
by Theikkru
Sat Oct 10, 2020 7:58 pm
Forum: General discussion
Topic: Defensive turret line order, what turret is best up front?
Replies: 19
Views: 967

Re: Defensive turret line order, what turret is best up front?

Serenity wrote:
Sat Oct 10, 2020 2:40 pm
[...]Just make sure the cone doesn't touch the wall
Walls have 100% fire resistance, so it's fine if the cone touches; you'll just get a few singe marks.
by Theikkru
Thu Oct 08, 2020 6:56 am
Forum: Gameplay Help
Topic: Trying to make a circuit event based on a changing rail signal
Replies: 8
Views: 431

Re: Trying to make a circuit event based on a changing rail signal

This depends on what you're actually trying to accomplish here. If you want a way to send the coke train out when the solid fuel train returns, the most appropriate solution is to tell the coke train to leave its home stop on a circuit condition, and use an edge-finder circuit to send a pulse to tha...

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