Search found 1001 matches

by Serenity
Sun May 14, 2017 6:02 pm
Forum: Gameplay Help
Topic: Beacon usage
Replies: 8
Views: 5858

Re: Beacon usage

A common usage is to use productivity modules in assemblers/plants themselves and then speed beacons to increase the speed back up (productivity makes it slower)
by Serenity
Sat May 13, 2017 9:42 pm
Forum: General discussion
Topic: Are efficiency modules even worth it?
Replies: 28
Views: 18319

Re: Are efficiency modules even worth it?

Level 1 modules aren't too bad in resource cost. Given how easy energy is to get either through robot-built solar fields or now nuclear, efficiency usually isn't worth it to save energy. But I like Efficiency 1 in some distant mining outposts that are close to biter bases, so it doesn't agitate bite...
by Serenity
Fri May 12, 2017 2:00 pm
Forum: Gameplay Help
Topic: What type of train network to build around? (train size)
Replies: 10
Views: 6808

Re: What type of train network to build around? (train size)

You can start with setting things up for L-CC-L trains. That's fine for the start. But try to space things so stations and waiting yards can be extended to L-CCCC-L when needed
by Serenity
Thu May 11, 2017 12:11 pm
Forum: Gameplay Help
Topic: trains not loading fast enough
Replies: 18
Views: 6844

Re: trains not loading fast enough

I saw Youtubers building out megabases with giant 2-6-2 trains and I started thinking I needed to do the same when I built my first train. After some testing on my rather less majestic base I found that 1-2-0 trains work just fine. With a roundtrip of 37.5 seconds a single full cargo wagon is equiv...
by Serenity
Thu May 11, 2017 10:49 am
Forum: Gameplay Help
Topic: Who is the new combinator stuff epxlained?
Replies: 3
Views: 1379

Re: Who is the new combinator stuff epxlained?

But what i am ask is what make the game when he get no 0 or 1 ??? ... 7 as example.
Then it's a bitwise operation. Like the difference between & and && in C/C++. Just apply the logic operation to each bit of the number

For example:
1001
AND
0011
=
0001
by Serenity
Tue May 09, 2017 9:59 pm
Forum: General discussion
Topic: Uranium deposits
Replies: 17
Views: 6065

Re: Uranium deposits

Have you taken into account the ability to drop Production modules at the fuel producing plants, and at the refining centrifuges? Yeah, currently doing that in the fuel processing plant. 4 production 3 and a beacon with speed 3 to compensate. Works very well :) Speed modules in the enrichment plant...
by Serenity
Tue May 09, 2017 9:47 pm
Forum: General discussion
Topic: so who's done a Death World?
Replies: 19
Views: 14552

Re: so who's done a Death World?

Yeah, "victory poling" doesn't work anymore. I'm currently playing with pretty relaxed biter settings and even turning down their expansion speed I see them expanding somewhat aggressively. They are also sporadically attacking some of my far off walls (I'm playing with lots of water, so I ...
by Serenity
Tue May 09, 2017 7:42 pm
Forum: Gameplay Help
Topic: Who is the new combinator stuff epxlained?
Replies: 3
Views: 1379

Re: Who is the new combinator stuff epxlained?

Boolean logic is pretty self-explanatory. Though I think these actually perform bitwise operations. So if you just use them with 0 and 1 they behave like logic gates. But you can also do bit manipulation on larger numbers by the looks of it. Like using XOR to flip bits. And in combination with the l...
by Serenity
Tue May 09, 2017 3:32 pm
Forum: General discussion
Topic: 0.15 Oil Rebalancing - Too Far?
Replies: 38
Views: 15669

Re: 0.15 Oil Rebalancing - Too Far?

I have a ridiculous amount of oil wells nearby. Even so I'm having plenty of crude even when using only a small number of pumpjacks. A few of my initial wells ran low by now, but I haven't had to add much capacity. So there may be something to this. In previous games I've had to add a lot more pumpj...
by Serenity
Tue May 09, 2017 12:40 pm
Forum: Gameplay Help
Topic: Pick-A-Signal combinator?
Replies: 39
Views: 23844

Re: Pick-A-Signal combinator?

I probably misunderstood something, but as far as i see it, the problem doesn't really seem that hard, and can be implemented with 3-5 combinators, 1 tick delay from main input and 2-4 delay from control input. I don't like explaining circuit stuff in writing, as it is not that easy to show what do...
by Serenity
Tue May 09, 2017 11:54 am
Forum: Gameplay Help
Topic: Circuit Madness
Replies: 6
Views: 1842

Re: Circuit Madness

An SR Latch is reality is very simple. In Factorio it's already a little more complicated than with normal electronics.
by Serenity
Tue May 09, 2017 11:51 am
Forum: Gameplay Help
Topic: How do I use Passive Provider Chests in 0.15?
Replies: 8
Views: 3127

Re: How do I use Passive Provider Chests in 0.15?

thereaverofdarkness wrote:I can do that with storage chests though.
Only if you later want logistics bots to put random crap into them
by Serenity
Mon May 08, 2017 5:30 pm
Forum: Gameplay Help
Topic: Megabus Lane
Replies: 12
Views: 6231

Re: Megabus Lane

I used to think this was a good idea but I saw a video where a guy pointed out that his base only pulls from one side (most mainbus designs only pull from one side) so there's no need to balance across the all lanes but rather prefer to always push to the one side. He was injecting new resources fr...
by Serenity
Mon May 08, 2017 4:15 pm
Forum: General discussion
Topic: Uranium deposits
Replies: 17
Views: 6065

Re: Uranium deposits

Map generation can screw you over with certain resources. It's just random. I had a small patch of uranium in my current base that was gone quickly. And there are two other small patches not worth getting. But I'm currently mining a 500k deposit that's not far away by train and some distance away fr...
by Serenity
Mon May 08, 2017 4:13 pm
Forum: General discussion
Topic: Why do liquids move between storage tanks so slowly?
Replies: 9
Views: 7079

Re: Why do liquids move between storage tanks so slowly?

Might have something to do with the numbers. Just placing one or two additional tanks to an existing setup makes them equalize very quickly
by Serenity
Mon May 08, 2017 11:15 am
Forum: Gameplay Help
Topic: Pick-A-Signal combinator?
Replies: 39
Views: 23844

Re: Pick-A-Signal combinator?

ARG! I hoped there would be an easy way to do it. It's hard to believe how arcane the circuit network is :(
by Serenity
Mon May 08, 2017 11:10 am
Forum: Balancing
Topic: {0.15.9] Rock too rare?
Replies: 4
Views: 2239

Re: {0.15.9] Rock too rare?

This did have me worry a bit on my current map and I held off on making lots of concrete so far. But I've found somewhat larger stone deposits further out
by Serenity
Mon May 08, 2017 10:00 am
Forum: Gameplay Help
Topic: Megabus Lane
Replies: 12
Views: 6231

Re: Megabus Lane

Here is what I meant: Balancer.jpg The blue splitter is for the red circuit which eat a shit ton of greens. The red ones help push over more green circuits (I just haven't upgraded the whole bus yet, so it's all a weird mix of colors). That isn't anywhere near perfect, but it helps. The big structur...
by Serenity
Mon May 08, 2017 9:48 am
Forum: Gameplay Help
Topic: Megabus Lane
Replies: 12
Views: 6231

Re: Megabus Lane

I don't put a balancer after every split off. That would take up way too much space with four belts. As said an quick and easy fix is not always take from the outer belt, but also the inner one now and then: Splitter.jpg Especially if you have two lines that need lots of iron right after another for...
by Serenity
Mon May 08, 2017 9:16 am
Forum: Gameplay Help
Topic: Megabus Lane
Replies: 12
Views: 6231

Re: Megabus Lane

Low volume production is perfectly fine with half a belt split off. Especially when it's not constantly running. But for things that need a huge amount of stuff you need dedicated input lines. For example it's fine to run green circuits off the bus at the beginning. But eventually you'll notice a la...

Go to advanced search