Search found 10 matches
- Tue Sep 19, 2023 3:20 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 368
- Views: 105836
Re: Friday Facts #376 - Research and Technology
You know, with semiconductor/microchip manufacturing being pulled out so much, does anyone have some source numbers showing high failure rates? Because a limited, cursory Google search is coming up with results that suggest the failure rates are often measured in (single digit) parts per ...
- Sat Sep 09, 2023 6:33 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 257853
Re: Friday Facts #375 - Quality
Also why dont you just do it like a real facotries? Just make some switch in factories what kind of quality would you like to produce that change speed of production or maybe number of input materials. Do you think that real facotories produce product quality at random scale? Absolutely stupid ...
- Sun Apr 30, 2017 6:44 am
- Forum: Duplicates
- Topic: Uranium Production Numbers
- Replies: 2
- Views: 2093
Uranium Production Numbers
This may or may not be intended, but the U-235 production numbers are exaggerated ~40x due to the Kovarex enrichment process. It thinks 41 U-235 are produced every cycle. However, only 1 U-235 is actually produced (41 output - 40 input).
- Thu Jan 19, 2017 4:44 am
- Forum: Balancing
- Topic: Factorio Needs More Recipe Types
- Replies: 17
- Views: 9181
Re: Factorio Needs More Recipe Types
Thanks for the great summary of factorio recipes, this gave me a much better starting point while reworking first things in "DyTech"'s mods!
Thanks a lot once again!
I am glad I could help! I was scratching an curiosity itch when I came up with this list of recipe forms. However, after the ...
Thanks a lot once again!
I am glad I could help! I was scratching an curiosity itch when I came up with this list of recipe forms. However, after the ...
- Thu Jan 19, 2017 4:30 am
- Forum: Balancing
- Topic: Factorio Needs More Recipe Types
- Replies: 17
- Views: 9181
Re: Factorio Needs More Recipe Types
my mod uses A -> B + C and A + B -> C + D quite often.
People curse it, then love it.
And keep asking me to add more uses for Sodium Hydroxide.
I was almost thinking about putting a disclaimer at the bottom of my post to not tell me to play Bob's Mods :) I do appreciate that there are excellent ...
People curse it, then love it.
And keep asking me to add more uses for Sodium Hydroxide.
I was almost thinking about putting a disclaimer at the bottom of my post to not tell me to play Bob's Mods :) I do appreciate that there are excellent ...
- Sun Jan 15, 2017 5:04 am
- Forum: Balancing
- Topic: Factorio Needs More Recipe Types
- Replies: 17
- Views: 9181
Factorio Needs More Recipe Types
Every time that something new is added to Factorio, I get excited because that means I can automate something new. It means that I have to develop my supply chain and factory to be ever more complex. However, that excitement is often fleeting as it is very easy to automate most new items. In this ...
- Fri Jan 13, 2017 10:34 pm
- Forum: News
- Topic: Friday Facts #173 - Nuclear stuff is almost done
- Replies: 192
- Views: 98334
Re: Friday Facts #173 - Nuclear stuff is almost done
I had the same thought about what to do with the excess U238 after making the nuclear fuel...depleted uranium bullets/shells. It might give a reason for bullets/tanks to be used in the late game if they are effective against behemoths.
- Sun Nov 06, 2016 4:02 am
- Forum: Not a bug
- Topic: [0.12.29]set-filter is limitated to the mouse buttons
- Replies: 6
- Views: 4660
Re: [0.12.29]set-filter is limitated to the mouse buttons
This would be very useful for laptop players. I cannot change any of my filters I have set when I play on my laptop because I cannot do middle click with my trackpad. I must have set the filters when I played with a mouse one time. This is incredibly frustrating to have to live with red and yellow ...
- Sat Jul 11, 2015 6:00 pm
- Forum: Ideas and Suggestions
- Topic: Energy Loss Over Distance
- Replies: 28
- Views: 18105
Re: Realistic Power Distribution
Good point, but if we had the tech for that why would we need to research anything at all in the game?
- Sat Jul 11, 2015 4:05 pm
- Forum: Ideas and Suggestions
- Topic: Energy Loss Over Distance
- Replies: 28
- Views: 18105
Realistic Power Distribution
Joined, cause identical -- ssilk
I would love to see a greater differentiation between power distribution items (wooden poles, medium and large poles, substations) than just the distance they can connect to neighboring power items and the distribution area. It would be great if they also affected ...
I would love to see a greater differentiation between power distribution items (wooden poles, medium and large poles, substations) than just the distance they can connect to neighboring power items and the distribution area. It would be great if they also affected ...