Search found 163 matches
- Wed Sep 16, 2015 6:44 pm
- Forum: Gameplay Help
- Topic: Solid Fuel v. Coal
- Replies: 8
- Views: 34646
Re: Solid Fuel v. Coal
Yeah, refining all 3 products (heavy, light, gas) into solid fuel is what I do initially. I keep a unified fuel belt, which runs to my steam engines, stone / steel furnaces, and trains. It's initially coal, but anything that will burn (wood, coal, solid fuel, small electric poles) can go on that bel...
- Tue Sep 15, 2015 3:16 pm
- Forum: General discussion
- Topic: Nuclear power in Factorio - clean or dirty?
- Replies: 80
- Views: 39619
Re: Nuclear power in Factorio - clean or dirty?
Interesting article on the current state of fusion: http://www.forbes.com/sites/ethansiegel/2015/08/27/how-close-are-we-to-nuclear-fusion/ I'm surprised that article makes no mention of Lockheed's compact fusion reactor program . It's magnetic confinement, but not a Tokamak. It's a cylinder rather ...
- Tue Sep 15, 2015 2:56 pm
- Forum: General discussion
- Topic: Trainnetwork; Left Handed Driving Or Right Handed Driving.
- Replies: 24
- Views: 28015
Re: Trainnetwork; Left Handed Driving Or Right Handed Driving.
I've actually mixed the two. That is, I've create a train network that was primarily single-track, two way traffic, and the stations were more conventional one-way with either right or left hand signals depending on what was more convenient for the location. In general, though, I prefer right-hand s...
- Sat Sep 12, 2015 2:55 pm
- Forum: Show your Creations
- Topic: Oil transporting tips!
- Replies: 13
- Views: 23338
Re: Oil transporting tipps!
I'm assuming you're deliberately avoiding belts because of lag / frame rate issues. And that you must have a mega-mega base, because generally speaking, even one level-3 assembler unloading oil barrels produces oil at a tremendous rate. Personally, I've never had a need for more than 1 train hauling...
- Sat Sep 12, 2015 1:58 am
- Forum: General discussion
- Topic: Nuclear power in Factorio - clean or dirty?
- Replies: 80
- Views: 39619
Re: Nuclear power in Factorio - clean or dirty?
I always assumed that was one of these.roman566 wrote:It is present in the form of the Portable Fusion Reactor
- Fri Sep 11, 2015 12:37 pm
- Forum: General discussion
- Topic: 2 Oily Questions!
- Replies: 15
- Views: 23282
Re: 2 Oily Questions!
To be honest, I've always just added plants until I reached equilibrium without doing any calculations. At least in part because I was usually quite short of oil, so investing heavily in extra refineries and chem plants for light oil cracking was pointless. When I played with the Marathon mod, I fou...
- Thu Sep 10, 2015 9:58 pm
- Forum: General discussion
- Topic: 2 Oily Questions!
- Replies: 15
- Views: 23282
Re: 2 Oily Questions!
and they are moving much faster than the plastic Chemlab with gas coming directly from the Refinery. Yeah, running anything directly from the refinery without a tank to act as a buffer is almost always bad. You've mentioned "4 tanks" several times now. Generally, that's not helpful. If yo...
- Thu Sep 10, 2015 2:37 pm
- Forum: Gameplay Help
- Topic: Can stone paths be removed? If so, how?
- Replies: 2
- Views: 12185
Re: Can stone paths be removed? If so, how?
The red Deconstruction blueprint for construction bots works as well, but only if you select only stone or concrete paths. If you drag-select anything else it will ignore the paths.
- Thu Sep 10, 2015 12:34 am
- Forum: Gameplay Help
- Topic: Trains: mainline priority
- Replies: 2
- Views: 7250
Re: Trains: mainline priority
No, there's no concept of priority in Factorio's signals or chain signals. Neither type of signal has any controls, you place them and they do their thing automatically.
- Thu Sep 10, 2015 12:30 am
- Forum: General discussion
- Topic: 2 Oily Questions!
- Replies: 15
- Views: 23282
Re: 2 Oily Questions!
And 2) - I have several refineries all processing plastic (3 chem plants of it and 2 refineries supplying them, both with a ton of oil each), and the 1st one is hardly producing it, the other two are producing it just fine. All the chem labs have 4 tanks as well as producing solid fuels from the ta...
- Wed Sep 09, 2015 12:20 pm
- Forum: Show your Creations
- Topic: Multistage Steam Power Factory
- Replies: 4
- Views: 11513
Re: Multistage Steam Power Factory
Technicly it's not useful as the game is already adjusting fuel and water usage to the needs. Right, so you already know it does nothing useful, while introducing unnecessary brownouts when the currently enabled stages get overwhelmed. You asked for suggestions on how to improve this - the obvious ...
- Tue Sep 08, 2015 10:16 pm
- Forum: Show your Creations
- Topic: Multistage Steam Power Factory
- Replies: 4
- Views: 11513
Re: Multistage Steam Power Factory
I gather the point of all of this is to effectively reduce the priority of steam engines? So mostly they're off, but they gradually turn on when you aren't getting enough power from accumulators and solar panels? There are a lot of solutions centered around turning on steam engines when accumulators...
- Tue Sep 08, 2015 12:47 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 118293
Re: [MOD 0.11.x - 0.12.x] Marathon
- "0.5 * Yield^2 * 7500 - 375" isn't right. Perhaps it should be "0.5 * Yield^2 * 7500 - 37.5". The difference is small. Yeah, I left out a factor of 10% when computing the square during integration. Current yield / second = initial yield - time in seconds / 7500, with a minimum...
- Sun Sep 06, 2015 3:59 am
- Forum: Gameplay Help
- Topic: How to place stone/concrete paths?
- Replies: 5
- Views: 24208
Re: How to place stone/concrete paths?
It's much like putting down any other placeable item. Pick the stone bricks or the concrete up from your inventory, and right-click. Or shift-left-click if you want constructor bots to put it down. Default is a 2x2 square, but you can increase the size of the placement area with the +/- keys, down t...
- Fri Sep 04, 2015 4:20 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 118293
Re: [MOD 0.11.x - 0.12.x] Marathon
In vanilla, the bottleneck in advanced circuit production, accumulators, and laser turrets is largely petroleum gas for plastics and sulfur. In Marathon, it's mostly copper for electronics. In vanilla, 1 Blue science pack = 16.4 iron ore, 16.5 copper ore, 1 coal, and 6 gas, when you include the sulf...
- Fri Sep 04, 2015 3:57 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 118293
Re: [MOD 0.11.x - 0.12.x] Marathon
Solid fuel is unlike most of the other things you're talking about altering, because it's an energy source. It's balanced against coal, not copper or electronics. As such, it's about right as-is, and shouldn't change. If you say you've never made any solid fuel, ever, you have no experience with the...
- Fri Sep 04, 2015 12:40 am
- Forum: Gameplay Help
- Topic: Train waiting area, why not use tracks with green lights
- Replies: 5
- Views: 17550
Re: Train waiting area, why not use tracks with green lights
For longer blocks, just chain another signal to them (i.e. between your current chain signal and the longest block). That way the signal can be propagated all the way to the entrant signal. Propagating the signal, as you put it, is not the problem, or even required. My experience is that chain sign...
- Thu Sep 03, 2015 2:35 pm
- Forum: Show your Creations
- Topic: The bentham/arumba train unloader
- Replies: 26
- Views: 22553
Re: The bentham/arumba train unloader
I limit the number of trains for each ore/station to the number of parking spots. Last time I had this issue, I went with a unified waiting area. Instead of each platform having 2 waiting stations, I had 5 parallel waiting stations that any type of train could use. Which could theoretically overflo...
- Thu Sep 03, 2015 2:28 pm
- Forum: Show your Creations
- Topic: The bentham/arumba train unloader
- Replies: 26
- Views: 22553
Re: The bentham/arumba train unloader
So, kindly go away if you're just gonna min/max everything? While Zuri was being Zuri, that doesn't justify dismissing good designs as "min / max" as if doing something well in Factorio were somehow wrong and something at which to sneer. This is particularly true because your own motivati...
- Thu Sep 03, 2015 2:03 pm
- Forum: Show your Creations
- Topic: The bentham/arumba train unloader
- Replies: 26
- Views: 22553
Re: The bentham/arumba train unloader
Why such long lead areas for each platform? For future expansion for longer trains?DerivePi wrote:Just for comparisons, this is what the receiving train station for all of the Bobs ores can look like -