Search found 163 matches

by Gus_Smedstad
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...
by Gus_Smedstad
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 ...
by Gus_Smedstad
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...
by Gus_Smedstad
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...
by Gus_Smedstad
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?

roman566 wrote:It is present in the form of the Portable Fusion Reactor
I always assumed that was one of these.
Image
by Gus_Smedstad
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...
by Gus_Smedstad
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...
by Gus_Smedstad
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.
by Gus_Smedstad
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.
by Gus_Smedstad
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...
by Gus_Smedstad
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 ...
by Gus_Smedstad
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...
by Gus_Smedstad
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...
by Gus_Smedstad
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...
by Gus_Smedstad
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...
by Gus_Smedstad
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...
by Gus_Smedstad
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...
by Gus_Smedstad
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...
by Gus_Smedstad
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...
by Gus_Smedstad
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

DerivePi wrote:Just for comparisons, this is what the receiving train station for all of the Bobs ores can look like -
Why such long lead areas for each platform? For future expansion for longer trains?

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