Search found 2118 matches

by Qon
Mon Jul 04, 2016 10:18 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 196881

Re: Solar panels less of a no-brainer

Each GW requires 15.000 coal per minute. Making a steam power plant might now be slightly easier, at this level it introduces very real logistic issues. Even if you have enough coal patches to deliver 15k/minute for hundreds of hours, as you say, you still have to get that to the power plant and in...
by Qon
Mon Jul 04, 2016 10:08 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Early Building Store
Replies: 129
Views: 62583

Re: Early Building Store

Yea man, do it like you want it, I'll upgrade if/when I want there's no rule - the obsession round here with throughput is a bit silly. IMO, upgrading something that doesn't actually need it for the throughput is a waste of time and resources. But that's me. There's nothing on that map that needs a...
by Qon
Mon Jul 04, 2016 9:39 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 196881

Re: Solar panels less of a no-brainer

I thought that maybe now that steam power has been buffed so much people would stop complaining about how OP solar power is. How naive of me. New ore generation algorithm gives rich enough deposits that coal will not run out if you go far enough. Once you have set up your coal mining and steam power...
by Qon
Mon Jul 04, 2016 9:01 pm
Forum: Ideas and Suggestions
Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
Replies: 67
Views: 21508

Re: Option to disable no-power flashing

I agree. I can't think while it's blinking so I have to connect whatever I'm building just to get rid of the blinking icons. Hard to design something when the natural state of something that is half finished sends out brain shutdown impulses...
by Qon
Mon Jul 04, 2016 1:49 pm
Forum: General discussion
Topic: The perfect acc./solarpanel ratio. Wiki seems wrong
Replies: 19
Views: 7431

Re: The perfect acc./solarpanel ratio. Wiki seems wrong

There is also the little thing that this ratio assumes stable power usage. If one uses laser turrets then there WILL be massive fluctluations and it makes sense to use more accumulators than that ratio would suggest. Btw this is a fallacy. In practise if you don't have excess solar then day time at...
by Qon
Mon Jul 04, 2016 1:42 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Early Building Store
Replies: 129
Views: 62583

Re: Early Building Store

With my building store I abandoned basic inserters as soon as I got fast ones automated, they are cheap enough. Automated red belts and replaced all my basic belts as soon as I could too. In my first game I basically only used basic belts and inserters, but now I know better.
by Qon
Mon Jul 04, 2016 1:27 pm
Forum: Balancing
Topic: Does a beacon consume too much energy?
Replies: 57
Views: 14162

Re: Does a beacon consume too much energy?

I can't find a proper usage for beackons in any of my factories due to 2 factors 1. They are too big. 3x3 is an overkil imo and having them 2x2 would fit many more factory designs 2. 750kW is really an overkill especially before you reach endgame And for me its a really big surprise to find out tha...
by Qon
Mon Jul 04, 2016 12:01 am
Forum: Energy Production
Topic: Optimized Steam Engine Setup
Replies: 316
Views: 238760

Re: Optimized Steam Engine Setup

I'm impressed by the Qon design. [...] if I ever get around to making a GW powerplant I'd definitely consider the 30 long steam engine strings. Thanks BlakeMW. I might be able to compress or upgrade it further though. I'm thinking that it might be possible to merge the pipes slightly earlier withou...
by Qon
Sun Jul 03, 2016 7:52 pm
Forum: Energy Production
Topic: Optimized Steam Engine Setup
Replies: 316
Views: 238760

Re: Optimized Steam Engine Setup

I looked at that picture already. Where is there anything about 200% pumps and 1 tile per pump? If you think artificial shore length doesn't count as shore length, you're totally missing the idea. Every pump is still taking the normal space. It's 6 pumps on 6 tiles vertically. It increases the widt...
by Qon
Sun Jul 03, 2016 7:37 pm
Forum: Energy Production
Topic: Optimized Steam Engine Setup
Replies: 316
Views: 238760

Re: Optimized Steam Engine Setup

Patric20878 wrote:1 pump per tile? Picture please.
I've told you to look at the pictures many times already. viewtopic.php?f=8&t=8854&start=170#p174356
Are you finally going to look at it?
I even included closeup pictures.
by Qon
Sun Jul 03, 2016 7:06 pm
Forum: General discussion
Topic: Thoughts on 0.13 Terrain Generation
Replies: 59
Views: 20307

Re: Thoughts on 0.13 Terrain Generation

Actually there is a (very work intensive) solution to this ... first off using most of 0.12 generation, but add in the ponds of 0.13. The ponds in 0.13 is the worst part of the 0.13 generator and definitly a bug. If you like it use high segmentation. Let us who use low segmentation get low water se...
by Qon
Sun Jul 03, 2016 5:36 pm
Forum: General discussion
Topic: The perfect acc./solarpanel ratio. Wiki seems wrong
Replies: 19
Views: 7431

Re: The perfect acc./solarpanel ratio. Wiki seems wrong

I fully concede on all points. Except for the fact that the wiki is still wrong. Some numbers are correct (namely the durations in tick and in seconds) but the percentages are wrong now. (Im talking about the table at https://wiki.factorio.com/index.php?title=Game-day ) Thank you. And yes the "...
by Qon
Sun Jul 03, 2016 4:38 pm
Forum: General discussion
Topic: The perfect acc./solarpanel ratio. Wiki seems wrong
Replies: 19
Views: 7431

Re: The perfect acc./solarpanel ratio. Wiki seems wrong

Don't feed the troll guys. He isn't going to test anything in game even though he has been proven wrong in another thread. Just make sure he doesn't try to screw up the numbers in the wiki and leave the thread to die. LuaSurface.darkness (which the mod uses) is capped at 0.85, it is completely usele...
by Qon
Sun Jul 03, 2016 3:42 pm
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 168
Views: 602714

Re: Accumulator / Solar panel ratio

Almost all of what you said so far in response to my posts show that you either did not read or misread my posts, including this case. Nice save. Everyone will now believe you instead of me. Clever. I think people who read your posts can draw their own conclusions and don't really need me or you to...
by Qon
Sun Jul 03, 2016 2:49 pm
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 168
Views: 602714

Re: Accumulator / Solar panel ratio

I was not testing solar panel capacity. I was just measuring the brightness on different times of the day. But listen, I've presented my findings. I've drawn conclusions and I've spelled out all logic and interpretation of my findings which have nothing to do with solar panels, just time and bright...
by Qon
Sun Jul 03, 2016 2:34 pm
Forum: Energy Production
Topic: Optimized Steam Engine Setup
Replies: 316
Views: 238760

Re: Optimized Steam Engine Setup

Extending it to 30 is reducing wasted shore length. No, the point isn't to make it longer, it's to have more steam engines per row to reduce the amount of rows. If you use more steam engines per row it does become longer of course. Reduces it how? 15 already gets 100% shore usage. 30% gets 100% sho...
by Qon
Sat Jul 02, 2016 11:36 pm
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 168
Views: 602714

Re: Accumulator / Solar panel ratio

And you still missed my point. Have solar panel output actually changed? That is the only thing that matters here. All other details are secondary. No one should change the wiki, because there's no info suggesting the data is false. I measured the solar panel output a while back, and it is still 42k...
by Qon
Sat Jul 02, 2016 8:44 pm
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 168
Views: 602714

Re: Accumulator / Solar panel ratio

02:00 night-dawn: the brightness starts increasing from 14% 06:00 dawn-day: brightness stops increasing at 100% 18:00 day-dusk: brightness starts decreasing 22:00 dusk-night: brightness is now 14% Edit: yes, I know for sure that the mod shows the correct time and brightness level because the change...
by Qon
Sat Jul 02, 2016 8:36 pm
Forum: Energy Production
Topic: Optimized Steam Engine Setup
Replies: 316
Views: 238760

Re: Optimized Steam Engine Setup

I said that since you're using the same shore length for both 30 and 15 engines per row (assuming same # of engines), there's no actual point extending engines per row beyond 15. Getting it to 15 was to reduce wasting shore length (to 0 in fact, if a straight shore), not to make it longer per row. ...
by Qon
Sat Jul 02, 2016 12:29 pm
Forum: Energy Production
Topic: Optimized Steam Engine Setup
Replies: 316
Views: 238760

Re: Optimized Steam Engine Setup

Yes, I referred to that in my section about long 1-wide strips of land. Which still has nothing to do with 30 engine rows. I am using the same shore length for 30 as 15 engines on a row and I haven't seen you adress it really. I remember you saying that 50 green science was too high tech for using ...

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