Search found 941 matches
- Sun Jun 09, 2019 12:41 pm
- Forum: Energy Production
- Topic: "Laid back" compact 2x1 -> 2x2 nuclear reactor
- Replies: 7
- Views: 62484
"Laid back" compact 2x1 -> 2x2 nuclear reactor
Inspired by DaveMcW's thread on compact reactors (https://forums.factorio.com/posting.php?mode=reply&f=208&t=68885#preview), I wanted to see what would happen if we stop caring about perfect ratios, but go for a simple design instead. Start with a 2 reactor 160MW design: https://i.imgur.com/...
- Wed Jun 05, 2019 11:24 pm
- Forum: News
- Topic: Friday Facts #296 - All kinds of bugs
- Replies: 58
- Views: 18277
Re: Friday Facts #296 - All kinds of bugs
This reminds me of the 6 stages of debugging: 1 That can’t happen. 2 That doesn’t happen on my machine. 3 That shouldn’t happen. 4 Why does that happen? 5 Oh, I see. 6 How did that ever work? 7 Now it's working. Why the hell is it working? 8 Whatever. Push. 9 Opps. That broke something else. 10 GOT...
- Thu May 09, 2019 4:22 pm
- Forum: Energy Production
- Topic: Very Large Solar Farm
- Replies: 5
- Views: 3944
- Wed May 08, 2019 8:51 am
- Forum: Gameplay Help
- Topic: Problem with inserters and furnaces
- Replies: 7
- Views: 1629
Re: Problem with inserters and furnaces
Or you have a mixed coal / ore input belt and put the furnaces next to each other so they both draw from the same belt. You get very long smelter lines this way, but it has the same width as other smelters which can be an advantage.
- Tue May 07, 2019 11:30 am
- Forum: General discussion
- Topic: Forts or walls
- Replies: 28
- Views: 5497
Re: Forts or walls
Sounds fun, I'll have a try when I get game time again 
Couldn't you even place some 'tripwire' lasers a bit further out, and rely on mines + flames for real defense? Somehow I dislike lasers, they feel too cheaty...

Couldn't you even place some 'tripwire' lasers a bit further out, and rely on mines + flames for real defense? Somehow I dislike lasers, they feel too cheaty...
- Tue May 07, 2019 8:18 am
- Forum: General discussion
- Topic: Forts or walls
- Replies: 28
- Views: 5497
Re: Forts or walls
Land mines sound cool :) Are there good ways to detect an attack? I guess you could use oil use from flamethrower (tank level goes down), ammo use by gun turret (belt moves), laser turret accumulator draw. Do people use anything like this, or is "once every 10 minutes" fine, and replace th...
- Tue Apr 30, 2019 12:13 pm
- Forum: General discussion
- Topic: Forts or walls
- Replies: 28
- Views: 5497
Re: Forts or walls
I used to be a walls guy, but as said, artillery outposts are a dramatic (and good) change in expansion and defense. In my current game I'm using artillery outposts with artillery turrets plus flame and gun turrets for defense. The resupply train has one wagon (with ammo, repair packs, barrels, etc)...
- Tue Apr 30, 2019 11:59 am
- Forum: Ideas and Suggestions
- Topic: Numbers precision (in production window) / Display 3 significant/relevant numbers / Full precision when hover numbers
- Replies: 36
- Views: 2371
Re: Precision on production statistics
Well I agree that that suggestion is a great idea, but it seems that my fellow Dutchman wants to improve on overall factory balancing and throughput, whereas my suggestion is aimed at optimizing single designs... (also, his suggestion seems like quite a GUI challenge, while my suggestion should be a...
- Mon Apr 29, 2019 9:28 pm
- Forum: Ideas and Suggestions
- Topic: Numbers precision (in production window) / Display 3 significant/relevant numbers / Full precision when hover numbers
- Replies: 36
- Views: 2371
Precision on production statistics
When designing plants in creative mode, I generally want to ensure optimal production for some configuration. For low numbers, you can check whether production matches the statistics in the [p] screen. However, for numbers >1k it goes into scientific notation, meaning we can't see whether we're prod...
- Sun Apr 28, 2019 6:49 pm
- Forum: Energy Production
- Topic: Tileable exchanger setup for 2xN reactor
- Replies: 8
- Views: 2508
Re: Tileable exchanger setup for 2xN reactor
@OP cool design, interseting way to approach it. I think you would need to put more than one offshore pump on each water pipe as 16 exchangers need over 1600 water per second, which is more than a single offshore pump can provide. I also have a tileable solution per 4 reactors here: https://forums.f...
- Sun Apr 28, 2019 6:16 pm
- Forum: Show your Creations
- Topic: Neuclear Landfill?
- Replies: 1
- Views: 1327
- Fri Apr 26, 2019 4:23 pm
- Forum: General discussion
- Topic: How to do Outpost Expansion in a non tedious way?
- Replies: 13
- Views: 2289
Re: How to do Outpost Expansion in a non tedious way?
But I also say that my way may or may not suit your playstyle. If you mastered automatic supply trains and the entire infrastructure behind it then you might be a lot more happy with that. The way I set it up is relatively simple: 1- All stations of the same type (mining outpost, defensive outpost,...
- Fri Apr 26, 2019 11:15 am
- Forum: General discussion
- Topic: How to do Outpost Expansion in a non tedious way?
- Replies: 13
- Views: 2289
Re: How to do Outpost Expansion in a non tedious way?
@MeduSalem
Very interesting, I thought it would be hopeless, but you've convinced me to go and try as soon as I get back home in a couple weeks. I use automatic supply train to outposts, so I guess they could actually double as buffers.
Very interesting, I thought it would be hopeless, but you've convinced me to go and try as soon as I get back home in a couple weeks. I use automatic supply train to outposts, so I guess they could actually double as buffers.
- Fri Apr 26, 2019 11:12 am
- Forum: General discussion
- Topic: Are Bitters unnecessary?
- Replies: 56
- Views: 13282
Re: Are Bitters unnecessary?
I could see (unupgraded) Artillery made weaker : shorter ranged (and worms longer-ranged, so that behemoth worms can duel with it, at least on automatic fire), moved to late blue / early yellow science ; and rocket-launched, unlimited-range ICBM's added as an end-game weapon : I think artillery is ...
- Thu Apr 25, 2019 10:47 pm
- Forum: General discussion
- Topic: How to do Outpost Expansion in a non tedious way?
- Replies: 13
- Views: 2289
Re: How to do Outpost Expansion in a non tedious way?
But for Vanilla the way I am doing it is that I use roboports in parallel of the railtrack. Basically blueprints of straight/interseciton/curved railsections that also contain roboports and also radars... making it possible for me to expand the railnetwork remotely over the mapscreen without having...
- Thu Apr 25, 2019 8:50 pm
- Forum: General discussion
- Topic: How to do Outpost Expansion in a non tedious way?
- Replies: 13
- Views: 2289
Re: How to do Outpost Expansion in a non tedious way?
I think two elements are important: 1) Really big ore patches. Get those sliders all up to max, and explore primarily in one direction to get distance 2) Semi-Automatic building of outposts. The best I got was driving there with FARL, then setup a 'bare bones' outpost myself which contains the train...
- Thu Apr 25, 2019 5:33 pm
- Forum: Energy Production
- Topic: Remote Buildable Tileable Nuclear Power Station
- Replies: 19
- Views: 10061
Re: Remote Buildable Tileable Nuclear Power Station
Yeah, I did the same: I made a spacer (with hazard concrete) that shows the location of the reactions, trenches, and outer limit; and a landfill blueprint that you can just plop down over a (partial) lake.
- Thu Apr 25, 2019 4:29 pm
- Forum: Mods
- Topic: [MOD 0.17 - 1.1.x] Shuttle Train Continued
- Replies: 11
- Views: 4453
Re: [MOD 0.17.x] Shuttle Train Continued
Thanks for making / updating this mod! Question: I want to do "positive filter", i.e. specify which stations I want to include rather than exclude. Quite simply, all my PAX stations start with A (so they're sorted to top), so I'd like to set the filter to exclude everything except stations...
- Wed Apr 24, 2019 4:01 pm
- Forum: General discussion
- Topic: [Academic problem] 8 way intersection without roundabout?
- Replies: 13
- Views: 3378
Re: [Academic problem] 8 way intersection without roundabout?
The general pattern for designing a high-throughput intersection seems to be: For each incoming line: 1- branch off separate tracks for each direction it could go to (normally 3, here 7) 2- provide a buffer 3- go to destination while crossing a minimum number of other tracks 4- provide a buffer 5- m...
- Wed Apr 24, 2019 1:22 pm
- Forum: Energy Production
- Topic: Remote Buildable Tileable Nuclear Power Station
- Replies: 19
- Views: 10061
Re: Remote Buildable Tileable Nuclear Power Station
Just a small reminder: for this to be remote buildable you will need radar coverage. Is there room to add radars to the design? Whoops, never thought about that. Good thing, the answer is 'yes'. You can place a radar next to the roboport close to the channel, which provides enough coverage. I haven...