Search found 850 matches
- Sun Aug 14, 2016 8:37 pm
- Forum: General discussion
- Topic: CPU consumption of belts and other things
- Replies: 4
- Views: 2071
CPU consumption of belts and other things
I have read that belts consume high amount of CPU cycles. But what things (load, speed, splitters etc.) affect to it? I have couple of thousands empty belts in my area from depleted mines. Would it be better to clean them up or is it practically insignificant compared to base able to produce 700 k i...
- Wed Aug 10, 2016 9:11 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Late Game Rocket Planning Spreadsheet
- Replies: 10
- Views: 9228
Re: Late Game Rocket Planning Spreadsheet
Productivity modules always decrease amount of raw materials needed to produce given amount of products. I take an example of green circuit production with level 3 assembler. If I have no modules, it produces 2.5 circuits per second and uses 3 copper wires and 1 iron per produced circuit. So I need ...
- Wed Aug 10, 2016 9:18 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Late Game Rocket Planning Spreadsheet
- Replies: 10
- Views: 9228
Re: Late Game Rocket Planning Spreadsheet
I have 2 silos with 4 level 3 productivity modules. The silo sheet works as I expect but if I increase number of the productivity modules in the oil or circuits sheet inputs needed per second increases instead of decreasing. Is it a bug in the spreadsheet, my error or incompatibility issue with Open...
- Mon Aug 08, 2016 7:30 am
- Forum: General discussion
- Topic: Train unload poll
- Replies: 20
- Views: 9355
Re: Train unload poll
What I also want to say is, that I don't understand this kind of grimm. Belt transport vs. Bots. Bots vs. Trains. Trains vs. Belts. I do not like such competitive attitude too, but this kind of polls give interesting information about other player's playstyles. It also helps to understand many game...
- Sun Aug 07, 2016 9:30 am
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 99377
Re: Fight
If people really think this game should have less fighting or less danger, they can always just create a map without aliens and put a trillion alien artifacts in a chest near their spawn in the editor, right? I really enjoy being under stress to a certain degree, like during a game of starcraft, wh...
- Sun Aug 07, 2016 8:59 am
- Forum: General discussion
- Topic: Train unload poll
- Replies: 20
- Views: 9355
Re: Train unload poll
Bots are probably technically better way, especially in huge factories, if you want just best throughput with minimum planning and building work. However, I feel that planning and building of (relatively) high capacity belt systems is one of the most interesting things in Factorio. I also like that ...
- Tue Jul 19, 2016 7:51 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 339941
Re: [MOD 0.12.x|0.13] Rail Tanker - Liquid transport 1.3.32
You say that I should not have inserters on tank wagon load rails. I can easily remove the inserters from my oil load and unload tracks but sometimes game routes trains in very odd way and sometimes an oil train go through ore loading tracks with inserters and also stop on them to wait green signal....
- Wed Jun 29, 2016 4:20 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 503730
Re: Simple Questions and Short Answers
How can I connect inserters to the logical network? I have a roboport, logical robots and a passive provider chest well inside the orange area. But if I click "logical network" -button in inserter's window it says that it can not connect to network. I tried normal and filter inserters. How...
- Tue Jun 21, 2016 11:54 am
- Forum: General discussion
- Topic: Anyone feel sorry for the Biters?
- Replies: 11
- Views: 4245
Re: Anyone feel sorry for the Biters?
I feel sorry sometimes, when I clear their bases or I see that small group of enemies make a hopeless suicide attack against my laser turret wall in endgame. I already suggested that attacking enemies should make some kind of evaluation of their power against my power in the area before an action. I...
- Thu Jun 16, 2016 7:15 am
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 137284
Re: Version 0.12.35
I know, but there is bad lack of hydrogen and helium resources in my area. Do you know any mods with alternate recipe?bNarFProfCrazy wrote: If there is shadow then your production calculations were off or you didnt build it BIG enough.
(No more issues with solar panels)
- Wed Jun 15, 2016 3:59 pm
- Forum: General discussion
- Topic: Oil Mod for more Oil
- Replies: 12
- Views: 8152
Re: Oil Mod for more Oil
I have read a lot of times that you should never shut down a oil pump and put speed modules lvl 3 into them. I did that to 6 Oil pumps and it wasnt worth at all. I got like 30 Oil every 1 minute or something. Is it really worth or do i need like at least 50-100 Oil pumps ?! Because lvl 3 speed modu...
- Wed Jun 15, 2016 11:55 am
- Forum: Bob's mods
- Topic: Ideas for endgame balancing
- Replies: 0
- Views: 654
Ideas for endgame balancing
I am making of the mod which makes rockets more complex and realistic. Rocket parts and satellites also demand Bob's resources. I made couple of new parts (rocket engines, fuel tanks, satellite structures etc.) and chemicals (ammonia, dimethylhydrazine, ammoniumperchlorate etc.). However, there are ...
- Wed Jun 15, 2016 9:56 am
- Forum: General discussion
- Topic: The cost of the rocket
- Replies: 9
- Views: 12704
Re: The cost of the rocket
The 32,175 gas and 10,500 solid fuel can be produced from 43,530 crude oil minimum You get quite a bit more if you use productivity modules (of course that does increase pollution and energy cost if you want to maintain the production rate). You can reduce raw resource consumption of the rocket to ...
- Wed Jun 15, 2016 9:41 am
- Forum: General discussion
- Topic: The cost of the rocket
- Replies: 9
- Views: 12704
Re: The cost of the rocket
Rocket is quite easy if you think that it ends the game. But at least I think that sending the first rocket begins an end game phase which is maybe the most interesting, at least when I have done building process couple of times and learned best ratios and layouts. After you send the first rocket yo...
- Wed Jun 15, 2016 7:26 am
- Forum: General discussion
- Topic: Oil Mod for more Oil
- Replies: 12
- Views: 8152
Re: Oil Mod for more Oil
Solid fuel should be made from light oil. One solid fuel takes one light oil but two heavy oils or gases. If you have surplus heavy oil it is better to crack it to light oil and then make solid fuel. You get 0.75 solid fuel per one heavy oil. If you make solid fuel directly you get only 0.5. Oil is ...
- Sun Jun 05, 2016 5:54 am
- Forum: News
- Topic: Friday Facts #141 - Mod Portal
- Replies: 190
- Views: 79799
Re: Friday Facts #141 - Mod Portal
For all the hate steam is getting here, they do know how to do things right. It seems only pirating 'costumers' are worried about loggins or steam workshop scenarios. How would that come... :roll: :roll: :roll: :roll: You are wrong. I have not had any pirate games in 15 years and still I hate login...
- Wed Jun 01, 2016 5:44 pm
- Forum: Ideas and Suggestions
- Topic: Distant production and more complex chain.
- Replies: 8
- Views: 2400
Re: Distant production and more complex chain.
I have done such game. I have about 20 separate factories (iron main, iron smelting factory, green circuit factory, chemical factory, machine factory, space center etc.) in about 3000 x 3000 units area. Just use little rolegaming, set your own limitations and install couple suitable mods and go on. ...
- Wed Jun 01, 2016 10:43 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.4] Bob's Config mod
- Replies: 67
- Views: 51925
Re: [0.12.x][v0.12.3] Bob's Config mod
But yeah, balancing this should be pretty fun. I'm thinking it doesn't need to be ultra-balanced. If something is needed, more assemblers tend to be the answer. This is true. Complex ratios and imbalances lead to the most interesting planning problems. However, there is a point where I ask myself: ...
- Tue May 31, 2016 12:41 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.4] Bob's Config mod
- Replies: 67
- Views: 51925
Re: [0.12.x][v0.12.2] Bob's Config mod
Thanks for the reply. I've actually just decided to re-do the whole recipe instead of using the smart "if this, then that" method. So its all good, I get what I want :D Features Ti and Al low density structure, satellites requiring the biggest accumulator and solar panels (all mk3 of cour...
- Mon May 30, 2016 5:06 am
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 61999
Re: Friday Facts #140 - Soon
But... but.. whats wrong with a good bfg ? I am not sure what is a BFG but I understood that it is some kind of overpowered weapon. Problem is that people have very different playstyles. If we get that BFG which kills every enemy easily, players who want harder military challenge begin to cry more ...