Search found 807 matches
- Tue May 17, 2016 12:22 am
- Forum: General discussion
- Topic: A feeling of pure joy
- Replies: 3
- Views: 1188
Re: A feeling of pure joy
Lol this gave me a good laugh. :D It's actually a lot more entertaining than I thought it would be to beat biters with your gun, fist or pickaxe every once in a while. I actually had a save where I had set the game to peaceful, made a small base to build ammo and do research (slowly/1 lab) and then...
- Mon May 16, 2016 11:59 pm
- Forum: General discussion
- Topic: Productivity modules: where do you draw the line?
- Replies: 52
- Views: 17076
Re: Productivity modules: where do you draw the line?
It's always better to put the modules late into the chain first, before you move to earlier steps. We know this, it's easily deduced, we do not need to know the total cumulative effect. Not quite true! It's actually best to place modules into the highest yielding recipes/assemblers in the chain, in...
- Mon May 16, 2016 4:50 pm
- Forum: General discussion
- Topic: Productivity modules: where do you draw the line?
- Replies: 52
- Views: 17076
Re: Productivity modules: where do you draw the line?
Finally, you really shouldn't underestimate the savings on a whole production chain. If you have 2xprod3 in your smelter you only save 1 - (1/1.2)= 17% ore. However, assuming you use green circuits in bulk and have 4xprod3 modules in both cable and green circuit assemblers, you suddenly save 1-1/(1...
- Sun May 15, 2016 4:04 pm
- Forum: Show your Creations
- Topic: Best random map settings for megabase building
- Replies: 3
- Views: 5220
Best random map settings for megabase building
So I think I figured out how to get the best kind of map for building a mega base, and it's not quite what you would expect. One of the major annoyances to maintaining truly massive bases is the constant need to manually reposition ore miners, as well as how terrain (mainly water) can get in the way...
- Sun May 15, 2016 6:17 am
- Forum: General discussion
- Topic: Productivity modules: where do you draw the line?
- Replies: 52
- Views: 17076
Re: Productivity modules: where do you draw the line?
Since the resources on the map are technically finite, but massive (except Oil, which has infinite yield, but finite rate). If you want to produce as much stuff as you can, you should always use Productivity Modules where ever you can, because it effectively increases the yield of the resource depos...
- Sat May 14, 2016 10:20 pm
- Forum: Show your Creations
- Topic: Auto's Factory
- Replies: 15
- Views: 8640
Re: Auto's Factory
No modules are in that chart I made though. There obviously is a mismatch in data, if you are right then the Foreman program is wrong. It'll still be some time before I test for myself how the numbers work. But I can tell you this, in my screenshot I have about 20 iron mines and less than 50% furna...
- Fri May 13, 2016 2:43 pm
- Forum: Show your Creations
- Topic: Auto's Factory
- Replies: 15
- Views: 8640
Re: Auto's Factory
I have a question. The diagram shows 23 copper furnaces to 52 drills, or 25 iron furnaces to 54 drills. What is the correct ratio here? I thought the drill produces about the rate of 30/m (see also here https://forums.factorio.com/viewtopic.php?f=18&t=12543&p=138770 ), so the correct ratio ...
- Thu May 12, 2016 2:38 pm
- Forum: Gameplay Help
- Topic: Oil logistics?
- Replies: 12
- Views: 6027
Re: Oil logistics?
My guess is: pre-planning. I say guess because I'm still no good at it...Coffee Daemon wrote:aka13 wrote:~snip~
EDIT: Also, how in earth is it possible to make an oil network look THAT neat? Mine always looks like my pipe factory exploded (It did once, dont test explosive shells in base ......)
- Thu May 12, 2016 2:25 pm
- Forum: Gameplay Help
- Topic: My calculation for optimal solar panel / accumulator ratio
- Replies: 14
- Views: 6625
Re: My calculation for optimal solar panel / accumulator ratio
That thing that you are not accounting for is that at the start of dusk and near the end of dawn, solar production is already above demand, and hence the excess is charging your accumulators during those timeframes (this is net after the intended power usage). So the total time in which the solar pa...
- Mon May 09, 2016 6:38 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Non-throughput-limited 8+ belt balancers?
- Replies: 65
- Views: 67181
Re: Non-throughput-limited 8+ belt balancers?
~snip~ Keep in mind that one does not actually need to supply a belt with errors in it - I have a video that shows a fully compressed belt which simply starts with a bit of a mistake (the first 5 items are a little funky), which results in a tiny bottleneck, which sends a shockwave down one lane, w...
- Mon May 09, 2016 6:08 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 3-Belt Balancer design challenge
- Replies: 17
- Views: 23986
Re: 3-Belt Balancer design challenge
Tested the double 4-belt balancer (2 in a row), and it does appear to be near perfect throughput (rare errors that are likely rounding/simulation related). Such as: 20160509105728_1.jpg with 2/4 inputs and outputs used. This is part of why I made this thread: I wanted more examples to challenge my c...
- Mon May 09, 2016 5:47 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 3-Belt Balancer design challenge
- Replies: 17
- Views: 23986
Re: 3-Belt Balancer design challenge
I'm not 100% completely sure I understand the problem. You want a 4-to-4 balancer where you can disable 1 input and 1 output so you get a 3-to-3 balancer that outputs 3 full compressed belts when input 3 full compressed belts? I've just tried it, my solution is a 4-to-4 balancer connected to anothe...
- Mon May 09, 2016 5:17 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 3-Belt Balancer design challenge
- Replies: 17
- Views: 23986
Re: 3-Belt Balancer design challenge
I just did the math for the 4-to-4 balancer. When one input lane is disabled, one of the first splitters can output 2 full belts, the other outputs 2 half belts. For the next 2 splitters, both get full and half belt so it outputs 3/4 belt. The other wants to output 2 times 3/4 belt but can only out...
- Mon May 09, 2016 3:07 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 3-Belt Balancer design challenge
- Replies: 17
- Views: 23986
Re: 3-Belt Balancer design challenge
Here's something I designed for another project that you might be interested in: http://i.imgur.com/8KyALVx.png?1 You should be able to ignore the belt tier differences. Also, in the previous thread, all you need to do is place 2 8-belt balancers sequentially. I haven't gotten around to designing a...
- Mon May 09, 2016 10:11 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 3-Belt Balancer design challenge
- Replies: 17
- Views: 23986
Re: 3-Belt Balancer design challenge
I think you need many more definitions to formally specify what you are asking for in mathematically rigorous terms, if that's your objective. In fact, I think it's painfully difficult. For starters, I think the harder you look at it, throughput is not so easily defined in a way that matches our in...
- Mon May 09, 2016 10:02 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 3-Belt Balancer design challenge
- Replies: 17
- Views: 23986
Re: 3-Belt Balancer design challenge
So, based on the somewhat lengthy investigations I've done on belt balancers as part of this thread: https://forums.factorio.com/viewtopic.php?f=5&t=25008 It seems that is difficult (maybe impossible?) to design a 3-belt balancer that is universally throughput unlimited . By universally through...
- Sun May 08, 2016 9:46 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Non-throughput-limited 8+ belt balancers?
- Replies: 65
- Views: 67181
Re: Non-throughput-limited 8+ belt balancers?
So I put forth a design challenge to the community to see if anyone can come up with a 3-Belt Balancer that is actually universally throughput unlimited (maybe it's possible, idk; I was reading about splitters on the wiki today and noticed that looped splitter setups can produce divisions by arbitra...
- Sun May 08, 2016 9:43 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 3-Belt Balancer design challenge
- Replies: 17
- Views: 23986
3-Belt Balancer design challenge
So, based on the somewhat lengthy investigations I've done on belt balancers as part of this thread: https://forums.factorio.com/viewtopic.php?f=5&t=25008 It seems that is difficult (maybe impossible?) to design a 3-belt balancer that is universally throughput unlimited . By universally throughp...
- Sun May 08, 2016 8:18 pm
- Forum: Gameplay Help
- Topic: Biter Bases
- Replies: 8
- Views: 3063
Re: Biter Bases
Early game: In theory, you can turret hop, but it'll cost you. I know because I just tried it. I'm using RSO, RSO Radar, Long Reach, and More Light. My map had a bad initial layout. I started near some coal. The closest deposits of iron and copper were to the north. Far north. There was also a bite...
- Sun May 08, 2016 6:24 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Non-throughput-limited 8+ belt balancers?
- Replies: 65
- Views: 67181
Re: Non-throughput-limited 8+ belt balancers?
Frightning, I was able to replicate your issue and discovered why it was occurring: Due to how splitters work, a fully compressed belt will be split into two individual lanes upon splitting. If you don't reach an equilibrium, a shock in one lane backing up or a slight decompression can cause the sp...