Search found 807 matches
- Wed May 02, 2018 8:41 pm
- Forum: Balancing
- Topic: Speed modules are sometimes more efficient than Efficiencies
- Replies: 31
- Views: 66470
Re: Speed modules are sometimes more efficient than Efficiencies
Actually, another place where using eff3 modules can make sense is for assemblers 3 which are producing recipes which cannot use productivity modules. It appears you get the highest efficiency when using 3x eff3 + 1x speed3 and no beacons. But there may exist an even better setup, I haven't actuall...
- Wed May 02, 2018 8:22 pm
- Forum: General discussion
- Topic: Starter base: What to build and what not to build.
- Replies: 31
- Views: 51544
Re: Starter base: What to build and what not to build.
Point is that 'upgrading' your furnaces from Steel to Electric isn't worth it until you're ready to put Efficiency modules in them (or have gotten off of steam and onto solar/nuclear). Well. Duh. If you can make electric furnaces, also making 2 efficiency modules a pop is well within your ability s...
- Tue May 01, 2018 8:22 am
- Forum: General discussion
- Topic: Starter base: What to build and what not to build.
- Replies: 31
- Views: 51544
Re: Starter base: What to build and what not to build.
If you don't like pollution then electric furnaces powered by steam and without efficiency modules are slightly worse then stone and steel furnaces. If someone doesn't like pollution, why would they stick with steam and not use efficiency 1 modules? Point is that 'upgrading' your furnaces from Stee...
- Tue May 01, 2018 12:11 am
- Forum: Balancing
- Topic: Speed modules are sometimes more efficient than Efficiencies
- Replies: 31
- Views: 66470
Re: Speed modules are sometimes more efficient than Efficiencies
Doesn't it depend on the building that you are covering with the beacon? assembler 3's are pretty cheap power wise but I think you can get a decent benefit if you cover electric smelters. awhile ago i was thinking about making the eff. mods effect the beacon they are in (not other beacons however) ...
- Mon Apr 30, 2018 9:15 pm
- Forum: Balancing
- Topic: Speed modules are sometimes more efficient than Efficiencies
- Replies: 31
- Views: 66470
Re: Speed modules are sometimes more efficient than Efficiencies
Hence why Eff3s are nigh useless. (Eff1 and even Eff2 have limited uses before end game). The only use I know of that seems worthwhile for Eff3s is in Assem3s with 1xSpd3+3xEff3 for maximum energy efficiency (13.(3)% of base energy cost per item made, better than 20% min consumption, thanks to the s...
- Mon Apr 30, 2018 8:55 pm
- Forum: General discussion
- Topic: Starter base: What to build and what not to build.
- Replies: 31
- Views: 51544
Re: Starter base: What to build and what not to build.
Not sure why you are so focused on getting electric furnaces so soon though. They are only useful with modules and beacons. And that layout is different from one using no modules/beacons. If you don't use modules, you might as well use steel furnaces. They have the same speed. And coal isn't an iss...
- Sun Apr 29, 2018 5:15 pm
- Forum: General discussion
- Topic: Starter base: What to build and what not to build.
- Replies: 31
- Views: 51544
Re: Starter base: What to build and what not to build.
Here is an image of a somewhat stripped down version of an early BBS I have made in my current base: 20180429100517_1.jpg As you can see, I'm only make yellow belts+some of the types of inserters, along with assembly machines and a few other things (including Gun turrets). I also put my Red science ...
- Sat Apr 28, 2018 11:55 pm
- Forum: General discussion
- Topic: Starter base: What to build and what not to build.
- Replies: 31
- Views: 51544
Re: Starter base: What to build and what not to build.
What your describing reminds of the concept of a BBS: A Bussed Building Store. This concept can take you all the way to Prod/High Tech science level for making most of what you need to build your base. The idea is pretty simple: Make a belt w/ iron+copper plates (1 side for each), and another belt t...
- Thu Apr 26, 2018 6:10 pm
- Forum: General discussion
- Topic: Factorio flaws
- Replies: 48
- Views: 16523
Re: Factorio flaws
... I have played on "hard" settings. I've answered this already, my answer is up there somewhere if you want to read it. On my "there is no spoon" run I used mainly stone furnaces simply because I didn't have time to change them. That early it doesn't matter what furnace you ha...
- Thu Apr 26, 2018 2:26 am
- Forum: Gameplay Help
- Topic: Need some blueprints of simple working train runs
- Replies: 21
- Views: 15042
Re: Need some blueprints of simple working train runs
Add a third train and get it to work... Then you know everything about it. From that screenshot it looks like it should support the 3rd train, maybe even a 4th, then lock up on the 5th as every rail segment would be occupied. Yep, the 5th would be a deadlock. You might actually be able to create a ...
- Thu Apr 26, 2018 12:23 am
- Forum: General discussion
- Topic: Factorio flaws
- Replies: 48
- Views: 16523
Re: Factorio flaws
... 1. Is your point here that they are actually side-grades because they require slightly more power? That's pretty weak. Why are you putting so much emphasis on power usage? It really isn't a big deal. Are you really keeping steel furnaces because of the power usage of electric? I think you are p...
- Tue Apr 24, 2018 8:01 pm
- Forum: General discussion
- Topic: Factorio flaws
- Replies: 48
- Views: 16523
Re: Factorio flaws
Disclaimer First of all I'd like to say I love this game and I have over 500 hours on steam, with a further couple of hundred hours not logged. That said I get a little triggered when everyone on these forums (and the steam forums) praise it as if it's the best game ever with no flaws, so I have co...
- Thu Apr 05, 2018 4:49 pm
- Forum: Balancing
- Topic: The difficulty settings are too confusing for new players
- Replies: 8
- Views: 6614
Re: The difficulty settings are too confusing for new players
Long story short, this is what the presets, like Dangerous and Deathworld are for.
- Thu Apr 05, 2018 10:47 am
- Forum: General discussion
- Topic: Game theory: Factorio takes place on Earth
- Replies: 25
- Views: 9111
Re: Game theory: Factorio takes place on Earth
infinite in what way? Even the unit sphere has (uncountably) infinitely many points on its surface.olafthecat wrote:Surely the planet could be an infinite sphere?
- Mon Apr 02, 2018 7:02 am
- Forum: Minor issues
- Topic: [posila][for 0.17][0.16.34] One-way collision box with steam engine/landfill
- Replies: 3
- Views: 1954
Re: [posila][for 0.17][0.16.34] One-way collision box with steam engine/landfill
Just wanted to mention that I've encountered a variant of this issue myself in 0.16.36 with the Offshore pump and Boiler. I can easily move from one side to the other (the gap is just wide enough between them (yes, they are connected to each other). Going the other way *IS* possible, but difficult, ...
- Tue Mar 27, 2018 3:57 am
- Forum: Balancing
- Topic: Enemies on Very Low, Very Small, Very Poor…
- Replies: 25
- Views: 10469
Re: Enemies on Very Low, Very Small, Very Poor…
"Frequency - how frequent are patches found. It is their number per square unit." This is exactly what frequency does. Increase frequency splits the patches up so that there are more per area unit. What is the inconsistency you are talking about? Yes, there has been bugs, but overall I'm ...
- Thu Mar 22, 2018 7:34 am
- Forum: Gameplay Help
- Topic: 100% Green evolution possible? Quickest path to it?
- Replies: 14
- Views: 5153
Re: 100% Green evolution possible? Quickest path to it?
For your late game production, I suggest, in Assembly machine 3s, using 1x Speed module 3 and 3x Efficiency module 3s for +50% speed while still having the minimum possible 20% energy consumption (this means energy consumed per item is even better than a 2x Efficiency module 2 setup in an Assembly m...
- Tue Mar 13, 2018 7:51 am
- Forum: Gameplay Help
- Topic: I need Help with a Dual way Intersection
- Replies: 12
- Views: 3837
Re: I need Help with a Dual way Intersection
The signalling depends on how many trains you actually have on this rail section. 1 train on each rail (just a track dedicated to a dualhomed train): 4 normal signals. Multiple trains on each rail: Chain signals on all sides, including the sections with an entry into the track leading to this cross...
- Tue Mar 13, 2018 7:22 am
- Forum: Gameplay Help
- Topic: Not balanced ironworks
- Replies: 13
- Views: 3765
Re: Not balanced ironworks
Is not resolve problem, iron plates pushed further and stacking on near splitter. That means that you're producing Iron plates faster that whatever is downstream from that splitter is consuming them. At some point, it's typical to be overproducing basic materials and then eventually have them backl...
- Mon Mar 12, 2018 1:47 am
- Forum: Gameplay Help
- Topic: I need Help with a Dual way Intersection
- Replies: 12
- Views: 3837
Re: I need Help with a Dual way Intersection
I would suggest that all the signals be chain signals for reasons for future expansion of the network. With 2-way rails, you have to design them so that no train can enter the 2-way section while another is anywhere in that 2-way section (by section, I mean series of connected blocks of rail, which ...