Search found 835 matches
- Thu Nov 25, 2021 4:47 pm
- Forum: Gameplay Help
- Topic: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
- Replies: 20
- Views: 6161
Re: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
If I test my own reactor designs, I perform 2 stress tests in my sandbox. The first test verifies there is enough energy storage to buffer excess energy. I start it immediately after a new fuel cell has been inserted into the reactors by disconnecting the power consumption, so all energy produced by...
- Thu Nov 25, 2021 2:33 pm
- Forum: Gameplay Help
- Topic: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
- Replies: 20
- Views: 6161
Re: Are Additional Heat Pipes Required for the Outputs of Adjacent Nuclear Power Plants?
In fact, the fact that it can be done seems appropriate in practice and theory. Because I managed to gain 486-489MW in my cheat mode tests and 1.1 Gw in 2x4 setup. The plans I saw only made me suspicious, I wanted to be sure. As @mrvn pointed out, I don't think I have any loss either: but I'm still...
- Sun Nov 21, 2021 2:29 pm
- Forum: Railway Setups
- Topic: The unloved junctions
- Replies: 4
- Views: 3908
Re: The unloved junctions
See my answer as a compliment to your thread. Of course it's a kind of fun thread, but since this forum is really dead serious about Factorio, I dared not to answer the same way. I bet everyone who tinkered with the map editor made silly structures. You developed beautiful ornaments with tracks, I f...
- Sun Nov 21, 2021 2:19 am
- Forum: Railway Setups
- Topic: The unloved junctions
- Replies: 4
- Views: 3908
Re: The unloved junctions
Isn't this your missing 6-way junction? Screenshot 2021-11-21 031602.png 0eNqtmt1O20AQhV8F7bWDdvZ/8xy9q1AVwAJXwaAk0CKUd68hLSTpBJ8ZfEnAHyez83PWuy/mcvnYPqy6fmPmL6a7uu/XZv79xay7m36xfP1s8/zQmrnpNu2daUy/uHv9abXolmbbmK6/bn+bOW0vGtP2m27Ttbvn3354/tE/3l22q+EP3p+8elw9tdezN0BjHu7XwzP3/es/GjjVusY8m/mMbAkD/rpbtV...
- Tue Nov 16, 2021 11:31 pm
- Forum: Ideas and Suggestions
- Topic: Unreachable items
- Replies: 24
- Views: 6970
Re: Unreachable items
The limited reach is the simulation of a person manually doing some stuff. He doesn't have arms with infinite length. You're encouraged to automate things (that's what Factorio is mainly about), so you don't need your arms that often. If you progress with the game and do more research, you find ghos...
- Tue Nov 16, 2021 10:56 pm
- Forum: Off topic
- Topic: [photos] Factorio in real life
- Replies: 152
- Views: 316536
Re: [photos] Factorio in real life
A few comments: It's called "Bagger", not "Badger". It's pronounced in German exactly like the English "bugger". It's the German word for excavator, so in English it would be called "Excavator 293". The naming convention "Bagger 293" is probably an o...
- Sun Nov 14, 2021 2:40 pm
- Forum: Technical Help
- Topic: Disable always on top?
- Replies: 10
- Views: 3050
Re: Disable always on top?
Under Windows, if you sometimes need to interact with other apps on the desktop and sometimes not, you can switch Factorio with ALT-ENTER between fullscreen and windowed without needing to change the ingame settings. Windowed doesn't hide the Windows task bar, so it doesn't appear as "always on...
- Thu Nov 11, 2021 12:01 pm
- Forum: Gameplay Help
- Topic: First time using circuit network: making a "master" power switch
- Replies: 12
- Views: 5243
Re: First time using circuit network: making a "master" power switch
Since you can toggle a switch remotely and you are used to that, you could use (non constant) combinators that require power behind such a switch, to add a signal to the green wire. A regular combinator doesn't stop output signals if power is lost. It just stops operating and outputs the last set o...
- Wed Nov 10, 2021 9:20 pm
- Forum: Combinator Creations
- Topic: Belt saturation detector/counter
- Replies: 30
- Views: 11193
Re: Belt saturation detector/counter
@disentius this is a nice balancer, also does lane in addition to belt balancing. I always overlooked this one and thought it was inferior because it seems bloated, but with this example I realized the lane exchange actually does something: mixed with the original lanes, it "computes" the ...
- Wed Nov 10, 2021 1:31 am
- Forum: Gameplay Help
- Topic: First time using circuit network: making a "master" power switch
- Replies: 12
- Views: 5243
Re: First time using circuit network: making a "master" power switch
I understand you need to toggle some circuit signal remotely and need to use a power switch for toggling, because a power switch can be toggled remotely, while a constant combinator cannot. You need to translate the "I have power" state into a circuit signal. This is a possible solution wi...
- Mon Nov 08, 2021 2:13 am
- Forum: Minor issues
- Topic: [1.1.42] Repaired wrong fluid system disconnect in wallpaper
- Replies: 4
- Views: 1856
Re: [1.1.42] Repaired wrong fluid system disconnect in wallpaper
ps. It might have to do with the clone tool of the map editor. I can reproduce a situation where water doesn't flow through a visually intact pipe like this: - create such a setup: Screenshot 2021-11-08 025730.png - copy the items and place them elsewhere (force, so the offshore pump is left out): S...
- Sun Nov 07, 2021 7:49 pm
- Forum: Minor issues
- Topic: [1.1.42] Repaired wrong fluid system disconnect in wallpaper
- Replies: 4
- Views: 1856
Re: [1.1.42] Repaired wrong fluid system disconnect in wallpaper
It does happen with vanilla, and is not connected with a mod. I don't have a mod installed, and it happens for me. However, it's not really an issue if this is only connected with one of the wallpapers. But what makes me wonder is that the message is shown after I loaded my savegame. Not while I was...
- Sun Nov 07, 2021 3:20 pm
- Forum: Ideas and Suggestions
- Topic: Caching for multiplayer map download
- Replies: 41
- Views: 10721
Re: Caching for multiplayer map download
How about incremental saves? If it's possible for the engine to mark a chunk as "modified" if there is a change in it, and the game saves the state of chunks independently, it might be possible to collect only changed chunks into a save. The first save contains contains everything. Subsequ...
- Fri Nov 05, 2021 5:07 pm
- Forum: Wiki Talk
- Topic: Created a new article on my sandbox
- Replies: 5
- Views: 29994
Re: Created a new article on my sandbox
As far as I see it, don't ask but just go ahead and add it as article with a name you find appropriate. Make sure you also create links to the new article where they belong to, so people will find your information. Since you describe a general aspect of the game, I suggest you add the link as additi...
- Sun Oct 31, 2021 7:37 pm
- Forum: Gameplay Help
- Topic: Maximum multiple calculation
- Replies: 13
- Views: 5317
Re: Maximum multiple calculation
... Replace that division by a loop that does subtraktion, and count the number of loop iterations. ... Would that mean, in the worst case of ingredient amount = 1 and 2.1 billion items in chest, that algo would loop 2.1 billion times? Yes. Hmm. A chest usually contains much less items, a few thous...
- Sun Oct 31, 2021 7:06 pm
- Forum: Gameplay Help
- Topic: Maximum multiple calculation
- Replies: 13
- Views: 5317
Re: Least multiple calculation
Just to be 100% clear: I want the max amount of E, I can make, which is the minimum amongst the results of the divisions (quotients) for each ingredient item type. In other words ... the maximum is the minimum among the "maximums". (' updated the op.) To be honest, I don't really tried to...
- Sun Oct 31, 2021 3:35 pm
- Forum: Gameplay Help
- Topic: Maximum multiple calculation
- Replies: 13
- Views: 5317
Re: Maximum multiple calculation
Your challenge is a division, then calculate the maximum of the signals from the result. You cannot do a division of n/m signals with one combinator, the same with calculating a maximum of n signals. It's extremely elaborate to build these operations. Replace that division by a loop that does subtra...
- Wed Oct 27, 2021 12:40 pm
- Forum: Combinator Creations
- Topic: Belt saturation detector/counter
- Replies: 30
- Views: 11193
Re: Belt saturation detector/counter
The solution is simple: don't require fully compressed belts. I actually developed the above examples for train unloading. Not specific for furnaces, but for everything. However, my main issue with unloading stations are uneven unload between belt lanes, not saturation. One lanes stalls, the other ...
- Tue Oct 26, 2021 11:38 pm
- Forum: Wiki Talk
- Topic: Energy weapons damage (research)
- Replies: 5
- Views: 2634
Re: Energy weapons damage (research)
You found an error in the wiki. The wiki is not perfect. The reference is the game. If there is a mismatch between game data and wiki data, the game data is correct. The best thing would be to request an account for the wiki and correct such errors yourself. Fast and direct. That's the essence of a ...
- Mon Oct 25, 2021 12:45 am
- Forum: Combinator Creations
- Topic: Belt saturation detector/counter
- Replies: 30
- Views: 11193
Re: Belt saturation detector/counter
--> I DON'T UNDERSTAND, why is there a pause in the second case (middle circuit)? just missing a belt of the same color? Logically, belt length should not affect it. What can't I see? This is an interesting thing. Perhaps a bug, but I didn't report it, because I'm quite certain such behavior was al...