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by Hannu
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...
by Hannu
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 ...
by Hannu
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...
by Hannu
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...
by Hannu
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...
by Hannu
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 ...
by Hannu
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....
by Hannu
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...
by Hannu
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...
by Hannu
Thu Jun 16, 2016 7:15 am
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 137284

Re: Version 0.12.35

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)
I know, but there is bad lack of hydrogen and helium resources in my area. Do you know any mods with alternate recipe?
by Hannu
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...
by Hannu
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 ...
by Hannu
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 ...
by Hannu
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...
by Hannu
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 ...
by Hannu
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...
by Hannu
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. ...
by Hannu
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: ...
by Hannu
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...
by Hannu
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 ...

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