Search found 52 matches

by brab
Sat Apr 02, 2016 10:34 am
Forum: Yuoki Industries
Topic: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
Replies: 164
Views: 106774

Re: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)

Thanks. I guess I'll just have to apply the experimental method for this.
by brab
Sat Apr 02, 2016 7:16 am
Forum: Yuoki Industries
Topic: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
Replies: 164
Views: 106774

Re: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)

I just read the link and I'm more confused. If I understand correctly, to get fluid velocity you divide the pressure by some factor. The tightest the pipe the easiest it is to achieve high pressure (since a tight pipe has smaller capacity and pressure is a ratio of current capacity to max capacity),...
by brab
Fri Mar 18, 2016 5:51 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
Replies: 173
Views: 136016

Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)

Fatmice wrote:The pumps are a vanilla items. It should be under the logistic tab.
Of course, sorry! I had not researched that yet.

It took a bit of squinting to finally see how you configured the flow triggers, but I finally saw the green wires between them and the pumps. This is a very nice setup!
by brab
Sat Mar 12, 2016 4:18 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Addon Engines 0.4.20 (0.14.X)
Replies: 173
Views: 136016

Re: Yuoki Industries - Addon Engines 0.1.8 (f0.12)

Here's a perpetual build :D Perpetual.jpg Orange pump sets to pump when Flow-Trigger has < 5 units of fluid Red pump sets to pump when Flow-Trigger has > 9 units of fluid Each build can support 600 KW of continuous generation. Never needs repriming or manual restarts. Just needs water and the initi...
by brab
Sat Oct 31, 2015 10:52 am
Forum: Resolved Problems and Bugs
Topic: [0.12.9][MAC] [Michal] White top bar
Replies: 28
Views: 32654

Re: [0.12.9][MAC] White top bar

I see the same thing with 0.12.16 on OS X 10.11.1.
by brab
Mon Jul 13, 2015 4:11 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 99202

Re: [UPDATED] Introducing NARMod 3.4

I have a question regarding electrical furnaces: compared to chemical furnaces, they smelt as fast, use as much energy, cost more and happen later in the tech tree. Do they have a use that I have missed (they seem to have fewer recipes than chemical furnaces)?
by brab
Sat Jul 11, 2015 2:39 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 99202

Re: [UPDATED] Introducing NARMod 3.4

I enjoy it as well, though I have already found my first bug. 1. There is an error in the research chain that will not let you advance more than a couple of technologies into the green tier research due to the research tree "looping" so to speak. I solved the problem by unlocking Zinc-and...
by brab
Sun Jul 05, 2015 7:49 am
Forum: General discussion
Topic: What is the absolute minimum number of player crafted items?
Replies: 17
Views: 14394

Re: What is the absolute minimum number of player crafted items?

I'm playing a mod that implements this kind of restrictions: https://forums.factorio.com/forum/vie ... 87&t=12379 Having to automate everything is loads of fun!
by brab
Sat Jul 04, 2015 3:35 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 99202

Re: [UPDATED] Introducing NARMod 3.4

I've been trying NARMod, looking for something more challenging than vanilla Factorio, and I'm having loads of fun. I really enjoy the pace, where every bit of automation counts. Thanks a lot for doing this!
by brab
Sat May 31, 2014 5:02 pm
Forum: Balancing
Topic: "Free belt system" versus "belt circuit"
Replies: 39
Views: 23797

Re: "Free belt system" versus "belt circuit"

Making belts having some resource cost would also push toward the use of more efficient systems for long distance transportation, such as trains. Right now I only use trains because I like trains, even thought they might cost more than belts (tracks are slightly cheaper than belts, but then one has ...
by brab
Thu May 29, 2014 12:32 pm
Forum: Balancing
Topic: Trains vs conveyors?
Replies: 108
Views: 80152

Re: Trains vs conveyors?

I've also been thinking about the lack of motivation to build a train network, after building a very very long conveyor belt. One way to solve this would be to make a conveyor belt too expansive after a given size, for instance by imposing to have motors every 10 or 20 belts. (That's one of the grea...
by brab
Sun May 18, 2014 2:13 pm
Forum: Balancing
Topic: [0.8] Campaign too difficult
Replies: 35
Views: 25598

Re: [0.8] Campaign too difficult

I've recently started Factorio, and I'm trying the campaign first before I get to sandbox mode. I also find the third mission very difficult. However I've just learned about the fact there is stuff in the car, so I should go, pick it up, and try again. The information about the robots is very nice a...

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