Search found 807 matches

by Frightning
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...
by Frightning
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...
by Frightning
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...
by Frightning
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...
by Frightning
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...
by Frightning
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...
by Frightning
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 ...
by Frightning
Thu May 12, 2016 2:38 pm
Forum: Gameplay Help
Topic: Oil logistics?
Replies: 12
Views: 6027

Re: Oil logistics?

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 ......)
My guess is: pre-planning. I say guess because I'm still no good at it...
by Frightning
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...
by Frightning
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...
by Frightning
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...
by Frightning
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...
by Frightning
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...
by Frightning
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...
by Frightning
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...
by Frightning
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...
by Frightning
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...
by Frightning
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...
by Frightning
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...
by Frightning
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...

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