Search found 238 matches
- Wed Jul 19, 2017 6:50 pm
- Forum: Ideas and Suggestions
- Topic: Roboport extender
- Replies: 8
- Views: 4067
Re: Roboport extender
I wonder if the problem would be somewhat mitigated if roboport ranges actually were defined by the range a robot can travel on a single charge - which is much farther than roboport connection range. It has always bothered me that roboport range is arbitrary and does not make sense with behavior you...
- Wed Jul 19, 2017 6:30 pm
- Forum: Balancing
- Topic: Advanced circuit craft time is too long / unbalanced need
- Replies: 8
- Views: 5026
Re: Advanced circuit craft time is too long / unbalanced need
Your "recommended basic amount" of 2 blue belts is WAAY overkill for anything other than a megabase. At that level, you're talking in the ballpark of 8-10 science/sec.
If you want to build a megabase, expect to need a lot of assemblers.
If you want to build a megabase, expect to need a lot of assemblers.
- Tue Jul 18, 2017 3:41 pm
- Forum: Gameplay Help
- Topic: Single rail train network
- Replies: 51
- Views: 20476
Re: Single rail train network
It's a bad idea for megabases, high throughput, high train counts. i.e., networks. It's an excellent idea for long train lines with very few trains i.e., not a network. If you're going to assert that "X is a really bad idea" make sure you think about (and write about) the assumptions you'...
- Tue Jul 18, 2017 12:09 am
- Forum: Gameplay Help
- Topic: Single rail train network
- Replies: 51
- Views: 20476
Re: Single rail train network
Wrong. You can have a million bypasses (what you showed isn't a waiting bay) and a million stations and just 4 trains can deadlock. It's a problem of a series of trains forming a loop all waiting on the next train. With trains going 2 ways the minimum number of trains to block is determined by the ...
- Tue Jul 18, 2017 12:03 am
- Forum: Gameplay Help
- Topic: Single rail train network
- Replies: 51
- Views: 20476
Re: Single rail train network
Pet peeve time: OP asks HOW to accomplish a certain task, and the forums erupt in a discussion about why it's a bad idea While a fair pet peeve, I think if someone asks "how do I do X" and X is really bad idea, "X is a really bad idea" is a fair answer. Except, of course, that i...
- Mon Jul 03, 2017 10:03 pm
- Forum: Ideas and Suggestions
- Topic: Rimworld/Dwarf Fortress depth
- Replies: 4
- Views: 3613
Re: Rimworld/Dwarf Fortress depth
Actually, I have suggested on Rimworld forums about if they would add conveyor belts, it might be easier to do from that direction :) When playing RimWorld, I actually had exactly the same idea. I had the idea of how nice it would be for the cook in the kitchen to simply be able to place his items ...
- Fri Jun 30, 2017 7:42 pm
- Forum: General discussion
- Topic: The purpose of automation.
- Replies: 25
- Views: 9085
Re: The purpose of automation.
What I was saying is you don't have a very realistic choice at the moment, to be eco friendly because machines still churn out pollution and no matter what you're going to pollute a lot and you're going to kill all the biters. There is always a choice. You can live a subsistence lifestyle, fishing ...
- Wed Jun 28, 2017 3:42 pm
- Forum: Ideas and Suggestions
- Topic: Circuit wires are hard to see
- Replies: 5
- Views: 1744
Circuit wires are hard to see
TL;DR Red and green wires are small and hard to see and often blend in with combinator art. What ? It's pretty hard to tell what's going on in a large combinator setup because red and green wires start blending with the combinator art and sometimes overlap. In the screenshot: 1) Combinators C and F...
- Tue Jun 27, 2017 4:29 pm
- Forum: General discussion
- Topic: what the point researching robot speed ? (infinite research)
- Replies: 8
- Views: 4362
Re: what the point researching robot speed ? (infinite research)
The point of robot speed is so you can run around your base at full speed and still get logistic deliveries without worrying about having to wait for the bots to catch up with you
- Mon Jun 26, 2017 9:07 pm
- Forum: Gameplay Help
- Topic: Single rail train network
- Replies: 51
- Views: 20476
Re: Single rail train network
There's nothing fundamentally wrong with this setup. Yeah, clearly it has way lower throughput, but in my first game (all I was trying to do was launch one rocket) I used a line like this the whole game with plenty of throughput for what I wanted to do and no deadlocks. This is especially true if yo...
- Mon Jun 26, 2017 6:57 pm
- Forum: General discussion
- Topic: Backup power toggle help
- Replies: 10
- Views: 7476
Re: Backup power toggle help
You can also do it with only circuit network using an SR latch. Check out:
https://wiki.factorio.com/Tutorial:Circ ... f_SR_latch
https://wiki.factorio.com/Tutorial:Circ ... f_SR_latch
- Mon Jun 26, 2017 4:45 pm
- Forum: Ideas and Suggestions
- Topic: Stop Blueprints escaping their Books
- Replies: 45
- Views: 11710
Re: Stop Blueprints escaping their Books
Yes, but not the iconRseding91 wrote:
You didn't actually try it did you? You *do* see the description.
- Sat Jun 24, 2017 3:53 pm
- Forum: Show your Creations
- Topic: Tileable Kovarex enrichment plant
- Replies: 4
- Views: 3952
Re: Tileable Kovarex enrichment plant
Why so much combinators? It can be done without any of them. 1) Because they are awesome :) 2) Because combinators are the only way to maximally use the U235. With a simple process, each centrifuge will "hoard" a ton of U235, slowing down your enrichment speed in the early game where U235...
- Sat Jun 24, 2017 3:49 pm
- Forum: Show your Creations
- Topic: Tileable Kovarex enrichment plant
- Replies: 4
- Views: 3952
Re: Tileable Kovarex enrichment plant
Kovarex.PNG Alright, I figured I'd throw in my version. This is designed to be a place-and-forget block that can be placed right when you start mining uranium, providing maximally efficient use of your scarce U235 but automatically ramping up to high production once the process gets going. Features...
- Sat Jun 24, 2017 12:12 am
- Forum: News
- Topic: Friday Facts #196 - Back on track
- Replies: 42
- Views: 22698
Re: Friday Facts #196 - Back on track
Controls (I think there are plenty of these that I still don't know... I just learned how to cancel deconstruction orders last month!) Copy settings Place blueprint instead of item Stack splitting/single item Quick transfer (what's the shortcut for transferring all items of every type to a chest? I...
- Fri Jun 23, 2017 7:59 pm
- Forum: News
- Topic: Friday Facts #196 - Back on track
- Replies: 42
- Views: 22698
Re: Friday Facts #196 - Back on track
Seems like a good time to start compiling a list of all the "sneaky" things that you need to know but are non-intuitive. Here's my start: Belts Two belt sides "Magic" lane splitting behavior of undergrounds. Inserters can't fully saturate belts unless outputting onto splitters or...
- Thu Jun 22, 2017 9:19 pm
- Forum: Not a bug
- Topic: 0.15.x Inventory charges robots
- Replies: 3
- Views: 1247
Re: 0.15.x Inventory charges robots
I never noticed this until 0.15, when it became work to get from power armor to the personal reactor, and suddenly I had to use solar panels in my armor for the first time ever. This is a GREAT way to have decent bot performance while suffering through the pathetic power production of personal solar...
- Wed Jun 21, 2017 6:54 pm
- Forum: General discussion
- Topic: Do You Feel Full Logistic Behind Yellow Pushes Lasers Early?
- Replies: 28
- Views: 9456
Re: Do You Feel Full Logistic Behind Yellow Pushes Lasers Early?
"tullet" and "shortgun" are my new favorite weapons!
- Fri Jun 16, 2017 8:14 pm
- Forum: General discussion
- Topic: Any ideas 3 items on one Belt?
- Replies: 10
- Views: 13213
Re: Any ideas 3 items on one Belt?
Hmm interesting problem. May do a little experimenting tonight, but I think using a splitter merge would work if you use the same "compressed belt" detection used by a priority splitter (the two-splitter variety, not the leaky variety- see https://forums.factorio.com/viewtopic.php?f=18&...
- Mon Jun 12, 2017 11:01 pm
- Forum: Ideas and Suggestions
- Topic: assembler barrel intake
- Replies: 24
- Views: 10242
Re: assembler barrel intake
I think what it comes down to is "fluid handling isn't that big of a deal however you do it". IE - 1) For oil outposts, you used to have to use barrels. Now you don't. A barrel train has higher throughput but higher complexity than a fluid wagon setup, but not by enough to make much differ...