Search found 294 matches

by SyncViews
Tue Mar 26, 2019 4:44 pm
Forum: General discussion
Topic: Complete oil processing - conditions
Replies: 17
Views: 7983

Re: Complete oil processing - conditions

Heavy Oil to Solid Fuel: Heavy > 23k You are slightly better off converting heavy oil to light, and then solid fuel in terms of resource usage. You need 20 heavy oil to get one solid, and 10 light oil. 40 heavy oil can be cracked into 30 light oil, so 80 heavy oil gives 60 light and that is 6 solid...
by SyncViews
Tue Mar 26, 2019 2:00 pm
Forum: Balancing
Topic: Satellite requires too many radars?
Replies: 14
Views: 3825

Re: Satellite requires too many radars?

I too sense a lack of experience. You have probably built and placed a radar, but I suspect you are yet to automate blue science. Do people usually automate science? Handcrafting requires no energy (so less coal wasted for assembler energy and 0 pollution) and automatically crafts the entire produc...
by SyncViews
Tue Mar 26, 2019 9:49 am
Forum: Balancing
Topic: Satellite requires too many radars?
Replies: 14
Views: 3825

Re: Satellite requires too many radars?

Also it doesn't make sense that you would put so many in a satellite. We all know that 1 radar is a 2x2 building. 5 of them is 20 tiles. How is that going to fit inside the rocket? Seems very unrealistic Radar is 3x3. Examples of 2x2 buildings would be the burner miner and furnace. Factorio, along ...
by SyncViews
Mon Mar 25, 2019 1:42 am
Forum: Gameplay Help
Topic: How to make a train limiter?
Replies: 8
Views: 2422

Re: How to make a train limiter?

You can connect a circuit to a signal to force it to red. Possibly use the logistic network output from a roboport. Not normally needed though, not entirely sure what you are going for. Generally letting a train load/unload "naturally" works out OK for any fairly basic setup. You can also ...
by SyncViews
Sun Mar 24, 2019 11:54 pm
Forum: Gameplay Help
Topic: How to make a train limiter?
Replies: 8
Views: 2422

Re: How to make a train limiter?

How are you managing your train routes? If a train only has one destination, e.g. because you disabled all the stations for the others, it will sit at that station. Normally this will mean my trains will wait either at the pickup or dropoff end if there is nothing to do. Whichever end you decide to ...
by SyncViews
Fri Mar 22, 2019 3:38 pm
Forum: Balancing
Topic: Balancing of Capacities of Containers
Replies: 67
Views: 36771

Re: Nerf chest capacity

from a gameplay perspective I don't think it matters. As I said, my main point is that "vanilla feels like a mod with huge chests". Nobody actually needs it. The only real use for huge chests is to manually move huge amounts of crafting materials. And that is a wrong behavior. Moving item...
by SyncViews
Fri Mar 22, 2019 3:26 pm
Forum: Balancing
Topic: Balancing of Capacities of Containers
Replies: 67
Views: 36771

Re: Nerf chest capacity

Train wagons already have an unrealistically massive capacity. 8 times capacity would make most trains only 1 or maybe 2 wagons long. Look at a real train for say a coal mine or power plant, those things have dozens, even over a hundred of wagons. Not the 2-8, maybe 12 in Factorio with the current ...
by SyncViews
Fri Mar 22, 2019 11:45 am
Forum: Balancing
Topic: Balancing of Capacities of Containers
Replies: 67
Views: 36771

Re: Nerf chest capacity

I would increase cargo wagon capacity at least with factor of 8 to fit with chests (I would accept decreasing of maximum speed to 100 km/h). Then trains could work like trains, slow but large volume transport system. Now they are more like toy trains, superfast short trains with unrealistically low...
by SyncViews
Thu Mar 21, 2019 12:49 pm
Forum: Ideas and Requests For Mods
Topic: [Mod request] Exploding Chest.
Replies: 7
Views: 2593

Re: [Mod request] Exploding Chest.

You don't need a mod for this. Get an "infinity-chest", then set it to remove items placed in it.

It is not craftable in game, so you need to use a /c command to get some.

Code: Select all

/c game.player.insert{name="infinity-chest", count=10}
by SyncViews
Thu Mar 21, 2019 9:59 am
Forum: Ideas and Suggestions
Topic: Packer / unpacker
Replies: 5
Views: 1320

Re: Packer / unpacker

To encourage alternate styles of factory, where it is easier to process exact numbers of items. Provides an alternative to large, messy belt networks for low-volume items before logistic robots have been fully researched. For example: the ingredients to science packs are an ideal candidate. You can...
by SyncViews
Wed Mar 20, 2019 12:12 am
Forum: Ideas and Suggestions
Topic: [Optimization] Improve map download netcode
Replies: 7
Views: 2878

Re: [Optimization] Improve map download netcode

Increasing the overall packet size for incoming packets should improve the situation here. Currently, the packet size is about 500 bytes (660KiB/1300 packets). A normal network MTU is about 1500 bytes (including headers). so there is at least some room for improvement. Going too large may introduce...
by SyncViews
Tue Mar 19, 2019 6:27 pm
Forum: Not a bug
Topic: Bug With Manual Blueprint Filling
Replies: 4
Views: 911

Re: Bug With Manual Blueprint Filling

If I'm laying a blueprint but don't have all the exact parts to fulfill it, it would be nice to make some substitutions. For example, iron chests instead of steel chests. You can use an upgrade planner to change most of these items within the blueprint before placing. Also you can place over existi...
by SyncViews
Tue Mar 19, 2019 4:31 pm
Forum: Ideas and Suggestions
Topic: [Optimization] Improve map download netcode
Replies: 7
Views: 2878

Re: [Optimization] Improve map download netcode

Probably too small payload for each transmitted packet. 660K/1800 ~ 320 bytes of payload per packet, i'm not sure they even using TCP for bulk data transfer, and I think they should. If I recall they said previously that they don't use TCP because it is another thing for firewalls and NAT to break ...
by SyncViews
Tue Mar 19, 2019 3:51 pm
Forum: Balancing
Topic: productivity 1 speed penalty is too harsh
Replies: 10
Views: 3275

Re: productivity 1 speed penalty is too harsh

4% prod, -15% speed 6% prod, - 15% speed 10% prod, -15% speed If a player puts 3 prod 1's into a refinery, they'll have 12% productivity at a cost of -45% speed (and + 120% energy consumption) -- they would have to basically double their number of refineries to achieve the same net amount of produc...
by SyncViews
Tue Mar 19, 2019 12:58 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 197268

Re: Solar panels less of a no-brainer

Take oil patch. Convert all output into solid fuel. Burn it in boilers. Infinite power plant done. Is it a no-brainer too? Infinite-ish but requires a lot more planning. More likely is having tankers transport oil. Certainly more interesting than having construction bots build thousands of solar pa...
by SyncViews
Fri Mar 15, 2019 6:00 pm
Forum: Gameplay Help
Topic: Dealing with bot population/repartition
Replies: 12
Views: 4003

Re: Dealing with bot population/repartition

You can connect a circuit to a roboport to get the number of construction and logistics bots. Just separate them first then let inserters dump extra into say an active provider (then that goes to a storage that then gets sent out of the network). Normally to build a new area I would never link it to...
by SyncViews
Fri Mar 15, 2019 1:17 pm
Forum: Gameplay Help
Topic: General tips for my playthrough
Replies: 19
Views: 8410

Re: General tips for my playthrough

So I spent some hours into my new base. I followed Nilaus from YouTube and used some of his blueprints. base.jpg I think I will not survive it though: evolution.jpg I didnt even set up red circuits and blue science.. Biters are not a problem atm, but I think when they get to big biters and behemoth...
by SyncViews
Fri Mar 15, 2019 1:04 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 197268

Re: Solar panels less of a no-brainer

The thing the game lacks that you have in real life is maintenance costs and inconsistency, and in most parts of the world, land value, and environmental concerns. As I know, upkeep of solar panels is negligible. And in-game character doesn't bother about land value and environmental concerns. As I...
by SyncViews
Fri Mar 15, 2019 11:13 am
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 197268

Re: Solar panels less of a no-brainer

I think solar power is ok. It has high initial cost and has ridiculously low power density. Just like in real life. It isn't bad for game. Also in real life wind power is 24/7 but has even lower (~2 times) power density, that's why I'm not sure if game needs it. The thing the game lacks that you ha...
by SyncViews
Fri Mar 15, 2019 11:04 am
Forum: Gameplay Help
Topic: Dealing with bot population/repartition
Replies: 12
Views: 4003

Re: Dealing with bot population/repartition

What you mean get them back?

Bots can just stay in their own network, to build a new network remotely you can "seed" it using a requester+conveyor+roboport with some circuits, all within range of a previous network.

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