Search found 941 matches

by vanatteveldt
Sun Mar 17, 2019 12:37 pm
Forum: General discussion
Topic: .17 coal power ratios
Replies: 26
Views: 6275

.17 coal power ratios

.17 made a number of changes that affect power ratios, and I didn't see a post on the effects on power plants (miners/boiler etc) so I figured it would be good to summarize what I think are the correct ratios in .17. Of course, feel free to correct if there are mistakes :) Basic values: Steam engine...
by vanatteveldt
Sat Feb 16, 2019 12:10 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 58057

Re: Friday Facts #282 - 0.17 in sight

Looking forward to .17! Haven't started a new map since November because I thought the release would be 'soon' :) Terrain generation updates [..]1. Create a map without trees[..] Mmmmmmyes. Would'nt that be unplayable in vanilla as there's no way to get research going without at least one wood power...
by vanatteveldt
Thu Jan 31, 2019 8:03 pm
Forum: Ideas and Suggestions
Topic: Diminshing Pollution should heal Trees
Replies: 30
Views: 5673

Re: Tree leaf regrowth

they could decay to dead trees (2 wood), emitting some pollution in the process. Maybe the same amount of pollution as burning 2 wood would give.
by vanatteveldt
Tue Jan 29, 2019 11:10 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 47340

Re: Friday Facts #279 - Train GUI & Modern Spitter

I never ever had a case in my entire Factorio life in which something like this was even remotely needed: (A & (B | C) & D) | (E & F) | G I have needed (A | B) & (C | D). I can use distributive law and get A&C | A&D | B&C | B&D, but it is annoying to feed with curren...
by vanatteveldt
Tue Jan 29, 2019 7:21 pm
Forum: General discussion
Topic: Iron is too needed and copper is nearly useless
Replies: 15
Views: 5660

Re: Iron is too needed and copper is nearly useless

In the early game, Iron is used the most, but when you get to the higher tier technologies, copper becomes much more in demand. A big megabase will probably be using similar amounts of both materials. This. If your aim is to produce all science packs in equal quantities, you'll need only slightly m...
by vanatteveldt
Tue Jan 29, 2019 7:14 pm
Forum: General discussion
Topic: How many main bus lines do you generally use?
Replies: 41
Views: 26833

Re: How many main bus lines do you generally use?

I'm not a fan of linear buses, but I would urge you to plan out a production target and design according to that. I love using helmod to do all calculations in-game, but of course a spreadsheet is fine as well. I did a belts-only no-modules 800spm base here: https://forums.factorio.com/viewtopic.php...
by vanatteveldt
Mon Jan 28, 2019 7:05 pm
Forum: Ideas and Suggestions
Topic: Consumables, pollution, coal filters
Replies: 8
Views: 1381

Re: Consumables, pollution, coal filters

See also: Bob's + Angel's
by vanatteveldt
Mon Jan 28, 2019 7:02 pm
Forum: Ideas and Suggestions
Topic: Diminshing Pollution should heal Trees
Replies: 30
Views: 5673

Re: Tree leaf regrowth

It would be nice if your factories spawned some sort of dead zone, also killing e.g. grass and brushes and leaving soot on rocks as well as damaging (defoiling) trees like it does now. Then, if you pollution retreats (which some elf told me is actually possible) it would be nice to see the area regr...
by vanatteveldt
Fri Jan 25, 2019 7:09 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 97049

Re: Friday Facts #275 - 0.17 Science changes

There is something I didn't notice before - with huge push for steel instead of iron plates in new recipes, a great UPS gains come. Not sure if it was intended, but that direction seems right. Now, find a way to reduce copper wire 'movement' in prodction chain too, they have the largest movement vo...
by vanatteveldt
Thu Jan 17, 2019 11:03 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 135985

Re: Friday Facts #266 - Cleanup of mechanics

just a generic 'recycler' entity would solve a lot of above problems. It's quite easy to allow furnaces to smelt most of the 'obsolete' entities like pickaxe, iron chests, pistols and the like, much the same as wooden boxes and poles can be used as fuel. I made a mod way back when that added recipe...
by vanatteveldt
Tue Jan 15, 2019 12:27 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 97049

Re: Friday Facts #275 - 0.17 Science changes

what about using barrels? it fits thematically for chemistry packs, is a steel sink, and can be used in quantity.

can either use empty barrels or light oil barrels. Can even use water barrels of you want to promote barreling and add a bit of puzzle without increasing oil demand.
by vanatteveldt
Sun Dec 23, 2018 4:32 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 46388

Re: Friday Facts #274 - New fluid system 2

Heartfelt thanks to everyone for contributing to these discussions. Even if it is off-topic, I have learned a lot about electricity and fluid dynamics! I especially want to thank those who take the time to snip out exactly the words they want when responding to another post. Do you have any tips fo...
by vanatteveldt
Sun Dec 23, 2018 10:57 am
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 46388

Re: Friday Facts #274 - New fluid system 2

update sounds very good, and thanks/congrats to TheYeast for the contribution! what does the green and the blue column in the demo gif exactly means? And will there be an option to show these columns to get an easy way to identify bottlenecks and something like that? It is the volume and speed - num...
by vanatteveldt
Thu Nov 15, 2018 10:13 pm
Forum: Gameplay Help
Topic: The Feasibility of Outpost Building Trains
Replies: 5
Views: 3848

Re: The Feasibility of Outpost Building Trains

What I've done in some games is to have one general "bootstrap" building train, and then multiple trains for different construction types (e.g. outpost, smelting, etc) The bootstrap train is the train I use for setting up new outposts or plants. It contains a *lot* of rails, and some chest...
by vanatteveldt
Mon Nov 12, 2018 7:34 pm
Forum: General discussion
Topic: feedback: train signals are hard
Replies: 30
Views: 8708

Re: feedback: train signals are hard

1. Placing a signal on only one side of the track makes it a 1-way track, but nothing clearly told me this; trains unable to enter are simply stopped with a mystifying "NO PATH" popping out of them: nothing ANYWHERE tells me "Hey, I can't enter this section (here let me highlight in-...
by vanatteveldt
Wed Oct 24, 2018 12:46 pm
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 121
Views: 32557

Re: Friday Facts #265 - Nomenclature & Steam networking

bobingabout wrote:
Wed Oct 24, 2018 12:36 pm
Construct is the act of Constructing a Structure.
Makes sense :)
by vanatteveldt
Wed Oct 24, 2018 8:38 am
Forum: General discussion
Topic: Artillery train nest clearing strategy
Replies: 26
Views: 10659

Re: Artillery train nest clearing strategy

Local manufacture of shells might work if you are using fixed artillery emplacements to defend your base. Or you can use trains on a patrol route. But to move out and clear a new area the only approach that makes sense (with the current design and stack sizes) is a central shell manufacturing facil...
by vanatteveldt
Wed Oct 24, 2018 7:48 am
Forum: General discussion
Topic: Artillery train nest clearing strategy
Replies: 26
Views: 10659

Re: Artillery train nest clearing strategy

DaveMcW wrote:
Fri Oct 19, 2018 5:58 pm
The best way to supply artillery turrets is to manufacture the shells locally.
the production time is a pain though...

is there any benefit of using static turrets? it would be nice if they had e.g. a range advantage..
by vanatteveldt
Tue Oct 23, 2018 10:33 pm
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 121
Views: 32557

Re: Friday Facts #265 - Nomenclature & Steam networking

Name the action a player performs when they add an entity to the world? Name the action a player performs when they remove an entity from the world? Name the action a player performs when they add a ghost entity to the world? Name the action a robot performs when they add an entity to the world? Na...
by vanatteveldt
Wed Oct 17, 2018 3:56 am
Forum: General discussion
Topic: Beaconed Liquefaction - is this right?
Replies: 13
Views: 3637

Re: Beaconed Liquefaction - is this right?

dog80 wrote:
Sun Oct 14, 2018 1:25 am
it looks confusing
not confusing enough :). you can make the design more compact (=fewer beacons) if you squeeze the refineries together without space in between and go creative on the piping

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