Search found 945 matches

by vanatteveldt
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...
by vanatteveldt
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!
by vanatteveldt
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...
by vanatteveldt
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...
by vanatteveldt
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...
by vanatteveldt
Sun Apr 22, 2018 6:14 pm
Forum: General discussion
Topic: Logistic Storage strategy
Replies: 52
Views: 18302

Re: Logistic Storage strategy

dood wrote:Here's how my mall usually ends up, for some visual reference.
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?)

(edit: and as a bonus for the Dutch speakers: een botjetoe)
by vanatteveldt
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?

dood wrote:Real men fuel their flame turrets with barrels on giant sushi belts as long as the eye can see.
This. Everyone can do pipes. Pipes are the bots of fluid logistics (/me ducks)
by vanatteveldt
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 ...
by vanatteveldt
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 ...
by vanatteveldt
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...
by vanatteveldt
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...
by vanatteveldt
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...
by vanatteveldt
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...
by vanatteveldt
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...
by vanatteveldt
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...
by vanatteveldt
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 ...
by vanatteveldt
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?
by vanatteveldt
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.
by vanatteveldt
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

Lonewolf2_0 wrote:just wondering if you have a base save that could look at in more closer detail thank you
Didn't start up factorio, but this should be the save: https://www.dropbox.com/s/kgtdtztu2icv9 ... 3.zip?dl=0

It uses more mods than needed, I think, but I haven't experimented with that.
by vanatteveldt
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...

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