Search found 52 matches
- 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.
- 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),...
- 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)
Of course, sorry! I had not researched that yet.Fatmice wrote:The pumps are a vanilla items. It should be under the logistic tab.
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!
- 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...
- 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.
- 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)?
- 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...
- 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!
- 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!
- 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 ...
- 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...
- 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...