Search found 945 matches
- Mon Apr 30, 2018 3:05 pm
- Forum: Implemented Suggestions
- Topic: Undo button
- Replies: 8
- Views: 7209
Re: Undo button
I doubt this is feasible. You're not painting something in photoshop here, you're interacting with moving parts in real-time so undoing something involves a ton more than just placing the entity back to where you removed it from, you also have to keep track of and reset every single other entity su...
- Mon Apr 30, 2018 3:03 pm
- Forum: General discussion
- Topic: Bunny shaped lake, easter egg?
- Replies: 10
- Views: 4111
Re: Bunny shaped lake, easter egg?
It's called a Rorschach lake, it's definitely an Easter egg!
- Mon Apr 30, 2018 9:50 am
- Forum: Implemented Suggestions
- Topic: Undo button
- Replies: 8
- Views: 7209
Undo button
Sometimes you do something that you didn't really intend but that can be quite a pain to restore. Examples: replacing an UG with a normal belt which causes items to move onto the wrong belt, deleting a plant which means needing to reset all settings, etc. Especially annoying is if you use long-hande...
- Tue Apr 24, 2018 9:49 pm
- Forum: Gameplay Help
- Topic: Chain Signal Confusion - Tutorials
- Replies: 8
- Views: 7260
Re: Chain Signal Confusion - Tutorials
https://i.imgur.com/vuVarpz.png These chain signals are totally redundant. You don't need chains before merges, only before intersections. The key point of chain signals is to prevent a train from "entering the box", i.e. they should never enter an intersection where they can block someon...
- Tue Apr 24, 2018 9:43 pm
- Forum: Show your Creations
- Topic: Midgame blue chips
- Replies: 3
- Views: 6239
Re: Midgame blue chips
I have come up with this setup when figuring out yellow science because I haven't found any decent examples on the web. It is tileable up and down and side to side. Would appreciate feedback. I would try to get the red circuit production inline as well, as the ratios are quite close to even. I publ...
- Sun Apr 22, 2018 6:14 pm
- Forum: General discussion
- Topic: Logistic Storage strategy
- Replies: 52
- Views: 18302
Re: Logistic Storage strategy
I'm in awe of the level of organization and neatness of your mall. Mine usually ends up as the bot equivalent of belt spaghetti (botatouille?)dood wrote:Here's how my mall usually ends up, for some visual reference.
(edit: and as a bonus for the Dutch speakers: een botjetoe)
- Sun Apr 22, 2018 6:09 pm
- Forum: General discussion
- Topic: Help - Should I be using flamethrower?
- Replies: 33
- Views: 12261
Re: Help - Should I be using flamethrower?
This. Everyone can do pipes. Pipes are the bots of fluid logistics (/me ducks)dood wrote:Real men fuel their flame turrets with barrels on giant sushi belts as long as the eye can see.
- Sun Apr 22, 2018 6:08 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 867368
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Divaya There is just so many problems with the "buffered diverging diamond intersection" that I don't know where to start. I threw it on the test bench to confirm what I thought. And the test confirmed my concerns. Both with the throughput and how the trains move. set 1 = 68 per min. For ...
- Sun Apr 22, 2018 3:52 pm
- Forum: General discussion
- Topic: Help - Should I be using flamethrower?
- Replies: 33
- Views: 12261
Re: Help - Should I be using flamethrower?
(yes, you CAN do it with belts, but who does that at the Uranium Ammo stage?)) This guy :: holds up hands, two thumbs pointed toward his chest :: Filling up one side of a belt all around the walls of the primary rocket base. And I’m working on putting artillery rounds on the second lane. ;) Make a ...
- Tue Apr 17, 2018 7:40 pm
- Forum: Gameplay Help
- Topic: Something wrong with my nuclear power plant?
- Replies: 7
- Views: 5112
Re: Something wrong with my nuclear power plant?
IMXP the main problems with scaling nuke plants are water and heat. Heat simply does not go over long distances. You need to have the exchangers close to the plant. It might not be a problem yet in your setup (which is difficult to diagnose) but it will be if you scale linearly. Water (and steam) go...
- Sat Apr 14, 2018 12:49 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 365061
Re: Friday Facts #225 - Bots versus belts (part 2)
Good work :) I think we should test with a single requester chest, and multiplying that will linearly multiply the amount of items transferred. I would also think the buffers should be adjacent to the requester chest, since provider -> buffer is easy to scale, so you want to minimize the last mile o...
- Sat Apr 14, 2018 9:52 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 365061
Re: Friday Facts #225 - Bots versus belts (part 2)
I tried to get 4 blue belts worth of plates trabnsported with a 2k tiles long roboport-line having buffer chests every 25 ports. I only got around 3.5 blue belts out. Buffer chests seem to be ignored by the bots if there are requester chests (that are also requesting from buffer chests) to serve. T...
- Fri Apr 13, 2018 10:27 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 365061
Re: Friday Facts #225 - Bots versus belts (part 2)
Interesting analysis, vanatteveldt! Just a friendly reminder that 1000 tiles is approximately the permanent vision area of 4 x 4 well spaced radars. That's definitely a good sized base! Moreover, those """limitations""" exist for every individual requester chest in the...
- Fri Apr 13, 2018 10:21 pm
- Forum: Off topic
- Topic: Friday Facts #238 - So long and thanks for all the fish
- Replies: 1
- Views: 1589
Friday Facts #238 - So long and thanks for all the fish
Sorry, I was just bored waiting for the new FFF and decided to try and troll some people who use the active posts page to find threads ;-) Did everyone have a productive week? Any nice plans for the weekend? I was hoping to go sailing but my front stay is broken so it'll probably be boring desk work...
- Fri Apr 13, 2018 2:11 pm
- Forum: General discussion
- Topic: Help - Should I be using flamethrower?
- Replies: 33
- Views: 12261
Re: Help - Should I be using flamethrower?
What I generally do for defense is something like Flame - Laser/Gun - Wall - Space - Maze With the maze positioned just inside the range of the flamethrower, but outside the range of the gun/laser turrets. Against a big attack this does wonders: the biters take a lot of time to path through the maze...
- Fri Apr 13, 2018 1:12 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 365061
Re: Friday Facts #225 - Bots versus belts (part 2)
I just tested in creative mode. You are correct that chest->chest throughput is limited by distance since effective request size is capped by chest capacity. You can request 100 arty shells, but it only delivers 48. A small test shows that a chest is already starved requesting artillery shells from ...
- Fri Apr 13, 2018 8:28 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 867368
Re: 4-way intersections: Throughput and deadlocks [image heavy]
I use the 'compact' design which is pretty simple & small and also achieves 40 throughput. But I agree that it seems 40 is the par for 2 lane intersections without large internal buffers. Or did I miss a >>40 design which is not more than twice as large as these compact 40 tpm designs?
- Sun Apr 08, 2018 5:59 pm
- Forum: Gameplay Help
- Topic: Inserters getting stuck loading
- Replies: 9
- Views: 4777
Re: Inserters getting stuck loading
Also, you can of course use multiple wagons... With rocket fuel a 1-2 is pretty quick, and you normally don't ride your supply train yourself anyway.
- Sun Apr 08, 2018 5:55 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Belt "mega"base (800spm): No bots, no bus, no beacons
- Replies: 5
- Views: 12434
Re: Belt "mega"base (800spm): No bots, no bus, no beacons
Didn't start up factorio, but this should be the save: https://www.dropbox.com/s/kgtdtztu2icv9 ... 3.zip?dl=0Lonewolf2_0 wrote:just wondering if you have a base save that could look at in more closer detail thank you
It uses more mods than needed, I think, but I haven't experimented with that.
- Fri Mar 30, 2018 11:38 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Tilable Oil Production
- Replies: 9
- Views: 11871
Re: Tilable Oil Production
On a megafactory scale the only relevant cost is UPS, everything else is free. As beacons are significantly cheaper than additional assemblers the whole concept of "assemblers per beacon" ceases to exist and only beacons per assembler remains relevant. Though even on smaller scales you'll...