Search found 41 matches

by llVIU
Thu Sep 26, 2019 3:19 pm
Forum: General discussion
Topic: What are your favorite scenarios?
Replies: 1
Views: 358

What are your favorite scenarios?

I hope this is the right section. I was looking for some good quality scenarios, something challenging that makes you feel like you progress and has a bit of mistery (not a map layed out for you that you can easily explore by putting some radars around), let me show you what I personally like: -Decu...
by llVIU
Sat Sep 21, 2019 9:52 am
Forum: Ideas and Suggestions
Topic: Stop inserter from automatically taking an item into an empty assembler
Replies: 3
Views: 255

Stop inserter from automatically taking an item into an empty assembler

I have a crafting table here, I change the recepies often. Frequently when I change it. Sometimes I put a black recepie, then put the recepie that I want (you HAVE to first make it blank) and in that milisecond when it's black, the inserter takes a random item and tries to put it into an assembler. ...
by llVIU
Thu Sep 12, 2019 5:15 pm
Forum: Gameplay Help
Topic: pumps seem useless for long distance pipes?
Replies: 33
Views: 1600

Re: pumps seem useless for long distance pipes?

When I said pressure, I meant flow rate. In that case, I don't understand how pressure works in factorio then. Are they 2 different things that exist in factorio? I assumed that flow=pressure in factorio. In Factorio terms, pressure is how full a pipe or tank is: a 1000 unit pipe with 900 units of ...
by llVIU
Thu Sep 12, 2019 3:43 pm
Forum: Ideas and Suggestions
Topic: show pipe flow + power armor crafting module
Replies: 0
Views: 70

show pipe flow + power armor crafting module

2 suggestions, sorry if it was suggested already. -there's no way for me to see the speed/flow of the liquid inside a pipe. If you put 50 pipe segments, you get 1067 liquid flow per second... if you put 2 segments, you get 3000 liquid flow per second. Let me just hover the mouse over the pipe to see...
by llVIU
Tue Sep 10, 2019 4:11 pm
Forum: Gameplay Help
Topic: pumps seem useless for long distance pipes?
Replies: 33
Views: 1600

Re: pumps seem useless for long distance pipes?

That sort of refinery design fed by just one pipe just isn't feasible. You need around 4k oil per second to feed all those refineries with that many beacons. (If you could squeeze in enough beacons to fully beacon that setup, it would feed about 2000 science per minute). To get that amount of throu...
by llVIU
Mon Sep 09, 2019 6:58 pm
Forum: Gameplay Help
Topic: pumps seem useless for long distance pipes?
Replies: 33
Views: 1600

Re: pumps seem useless for long distance pipes?

Thanks for the replies and alright, I get now how it works, although you gotta admit that putting 1000 pumps one after the other is pretty impractical, especially when you have several pipes together (like water next to it) or need to turn around corners, or go underground to avoid train tracks. I w...
by llVIU
Tue Sep 03, 2019 10:55 pm
Forum: Gameplay Help
Topic: pumps seem useless for long distance pipes?
Replies: 33
Views: 1600

Re: pumps seem useless for long distance pipes?

indefintely? no, it does say in the article that it counts as a minimum of 2 pipes, the one that goes inside the ground and then the part that goes outside. Only the parts inside the dirt don't count because the fluid teleport from one pipe to another. so if you have an oil field and put a whole bun...
by llVIU
Tue Sep 03, 2019 9:11 pm
Forum: Gameplay Help
Topic: pumps seem useless for long distance pipes?
Replies: 33
Views: 1600

Re: pumps seem useless for long distance pipes?

''use shorter pipes'' is the same solution as ''I need more green cards to make blue cards, what is a good blueprint to make more green cards?'' and you tell me ''make less blue cards''. Okay, so if I use less pipes, that means I have far less oil rafineries, which means I have far less of every sin...
by llVIU
Tue Sep 03, 2019 8:38 pm
Forum: Gameplay Help
Topic: pumps seem useless for long distance pipes?
Replies: 33
Views: 1600

Re: pumps seem useless for long distance pipes?

I didn't hear about any of this, is there an article or such that I can read about?
by llVIU
Tue Sep 03, 2019 8:23 pm
Forum: Gameplay Help
Topic: pumps seem useless for long distance pipes?
Replies: 33
Views: 1600

Re: pumps seem useless for long distance pipes?

so how would you fix the problem of long pipes? Because eventually, you end up with a very low fluid speed on the pipe. And pumps don't help.
by llVIU
Tue Sep 03, 2019 7:32 pm
Forum: Gameplay Help
Topic: pumps seem useless for long distance pipes?
Replies: 33
Views: 1600

Re: pumps seem useless for long distance pipes?

I have literally no idea what you're talking about
by llVIU
Tue Sep 03, 2019 7:05 pm
Forum: Gameplay Help
Topic: pumps seem useless for long distance pipes?
Replies: 33
Views: 1600

pumps seem useless for long distance pipes?

Help me understand this. https://wiki.factorio.com/Fluid_system Let's say I have 1000 sections of pipes, and at the end I put a pump... that pump will be worthless! As the pipe gets longer, the fluid speed decreases... but the pump cannot raise the speed, because it receives a low amount of fluid. Y...
by llVIU
Tue Sep 03, 2019 3:33 pm
Forum: Gameplay Help
Topic: how many chem plants would you use...?
Replies: 8
Views: 426

Re: how many chem plants would you use...?

I never wanted to go anywhere near oil cracking, but I admit that I've had several games where I wish I had made some blueprints ahead of time. We were low on oil but had plenty of coal. Depends on map. So would you say that it would be a good idea for me to use several advanced oil processing plant...
by llVIU
Mon Sep 02, 2019 11:01 am
Forum: Not a bug
Topic: [0.17.66] Ghost rail planner fails to find direct path
Replies: 14
Views: 372

Re: [0.17.66] Ghost rail planner fails to find direct path

yeah, that's what i do because it makes a straight line without worrying that it goes off in some other direction, or be misaligned etc.
by llVIU
Sun Sep 01, 2019 9:42 pm
Forum: Not a bug
Topic: [0.17.66] Ghost rail planner fails to find direct path
Replies: 14
Views: 372

Re: [0.17.66] Ghost rail planner fails to find direct path

Am I the only one around here that uses shift button to plan paths? For example: you hold a belt in your cursor/hand/mouse, hold shift, make a line. Now you got a line of belts being planned, and builder robots start working. Same thing with train tracks. Why do I do this? Because there's constant t...
by llVIU
Sun Sep 01, 2019 10:36 am
Forum: Not a bug
Topic: [0.17.66] Ghost rail planner fails to find direct path
Replies: 14
Views: 372

Re: shift+train tracks?

but I remember in 0.16 before using bots that it would never try to go in a circle, and I wasn't using bots of holding shift. But now it seems like it will make a circle unless I put the perfectly reasonable point. One square too much left or right and it starts making circles. I mean come on, does ...
by llVIU
Sun Sep 01, 2019 9:38 am
Forum: Not a bug
Topic: [0.17.66] Ghost rail planner fails to find direct path
Replies: 14
Views: 372

[0.17.66] Ghost rail planner fails to find direct path

Hello, when building tracks I just let builder robots do their work, clearing trees and laying tracks... so I hold down shift. But for some reason, very frequently the tracks keep trying to go in a circle (similar to pic). Why is this? It's not necessarily because it cannot go any other way, but it ...
by llVIU
Fri Aug 30, 2019 6:38 pm
Forum: Gameplay Help
Topic: how many chem plants would you use...?
Replies: 8
Views: 426

Re: how many chem plants would you use...?

and I'm asking *in general* what ratio would you use. Do you use 1 oil rafinery for each 1000000000000000000000 chem plants or do you use 10000000000000000000000000 oil rafineries for 1 chem plants? Or you're new to the game so you're not sure? If you aren't sure then it's ok, no need to reply, than...
by llVIU
Fri Aug 30, 2019 4:21 pm
Forum: Gameplay Help
Topic: how many chem plants would you use...?
Replies: 8
Views: 426

Re: how many chem plants would you use...?

no because those things fluctuate too much, one game I might be using lots of red cards, in another game I might not. It might be better to use beacons and efficiency modules but I don't see crude oil being THAT valuable. Those are generally for higher end products that have costed a lot of resource...
by llVIU
Fri Aug 30, 2019 4:02 pm
Forum: Gameplay Help
Topic: how many chem plants would you use...?
Replies: 8
Views: 426

how many chem plants would you use...?

I'm making some blueprints, one has 38 oil rafineries with speed module 3 which is the max possible from one single oil pipe input. I'm wondering what kind of ratio do you guys use when setting up the chem plants that convert heavy oil to light oil and light oil to petrolium gas. It's not really som...

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