Search found 151 matches

by DerGraue
Sun Jun 30, 2019 10:59 am
Forum: General discussion
Topic: Should standing next to an active reactor harm player health?
Replies: 42
Views: 13319

Re: Should standing next to an active reactor harm player health?

I agree with the OP. It should be realistic like in real life. A few weeks ago I drove by a nuclear power plant, and damn, that radiation really hurts. I am really glad that I don't have to work there. For safety reasons reasons you can still check out what's going on within the nuclear reactor beca...
by DerGraue
Sat Jun 15, 2019 1:02 pm
Forum: Gameplay Help
Topic: [Solved] Different speed of transport lanes in belt curves?
Replies: 5
Views: 1020

Re: Different speed of transport lanes in belt curves?

I think you remember how it worked pre 0.12. In 0.12 there was a change on how the items on the belt were calculated, I think that was the version that changed the speed of the items in corners.

https://www.factorio.com/blog/post/fff-82

scroll down to "The optimisations"
by DerGraue
Sat May 11, 2019 5:13 pm
Forum: General discussion
Topic: Eco-friendly gameplay: Is it even theoretically possible in Factorio?
Replies: 18
Views: 8732

Re: Eco-friendly gameplay: Is it even theoretically possible in Factorio?

viewtopic.php?f=91&t=13562&p

That is not everything on your wish list, but some of it:

"Terraforming Station – A radar-like building that slightly reduces the evolution each time a scan is completed."
by DerGraue
Wed May 08, 2019 9:29 pm
Forum: Gameplay Help
Topic: Strange Train Behaviour
Replies: 8
Views: 2006

Re: Strange Train Behaviour

As an afterthought: Why do you even use that setup to make the train unload for 95 ticks in the first place? Wouldn't a simple wait condition for 2 secs in the train schedule do the trick?

Also: 15-20 ish UPS, I am so sad :(
by DerGraue
Wed May 08, 2019 6:42 pm
Forum: Gameplay Help
Topic: Problem with inserters and furnaces
Replies: 7
Views: 2485

Re: Problem with inserters and furnaces

I would highly recommend you to not use mods to solve that problem.

There are many ways to build your factory, figuring out how, that is the fun part.

And no, you can not take coal from one furnace to fuel another one.
by DerGraue
Wed May 08, 2019 6:27 pm
Forum: Gameplay Help
Topic: Strange Train Behaviour
Replies: 8
Views: 2006

Re: Strange Train Behaviour

Here is what's happening: All your stations have the same name and your trains have to go to 7 stations with the same name. Apparently if a train can not leave the station instantly or does not move far enough it can visit the same station twice without moving, provided that it is scheduled to visit...
by DerGraue
Sat May 04, 2019 2:07 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 54334

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

ORANGE GLOW INSERTER??? OMG WHERE CAN I BUY???!!!!
by DerGraue
Tue Apr 30, 2019 2:54 pm
Forum: General discussion
Topic: Chest type for assembler output. What do you use and why?
Replies: 24
Views: 7793

Re: Chest type for assembler output. What do you use and why?

I discovered a quirk in the way Anything/Everything is implemented in Factorio that makes the condition false when the chests empties... effectively permanently disabling your inserter. So, avoid using Anything/Everything as a wildcard (as attractive as that might be in theory) and use the specific...
by DerGraue
Mon Apr 29, 2019 8:59 am
Forum: General discussion
Topic: Whatever happened to the new fluid system?
Replies: 5
Views: 1922

Re: Whatever happened to the new fluid system?

The new fluid mechanics are already in the game. They are now multi-threaded which increases performance by a lot and (I think because of that) the fluids are not allowed to mix in pipes and outputs anymore. And yes, that is not really mentioned in the patch notes. If you read through some of the th...
by DerGraue
Sun Apr 28, 2019 3:32 pm
Forum: Gameplay Help
Topic: [0.17] Strange inserter circuit problem - bug or oversight?
Replies: 12
Views: 3069

Re: [0.17] Strange inserter circuit problem - bug or oversight?

[...] - There is no actual zero signal on the wire unless you generate such a signal intentionally. [...] And yes, we can always do something hokey to cope with a bad design choice, we are used to doing it in Factorio, but it still does not make the existing behavior "correct". The game d...
by DerGraue
Sun Apr 28, 2019 10:16 am
Forum: Gameplay Help
Topic: [0.17] Strange inserter circuit problem - bug or oversight?
Replies: 12
Views: 3069

Re: [0.17] Strange inserter circuit problem - bug or oversight?

Let's say it works as you say. There are always all the "0" signals on every wire. Let's say you wire it up like you did in your blueprint. Now you reach more than 100 items in your chest. The inserter should now disable, right? Cause there are more than 100 items in your chest. This will ...
by DerGraue
Sun Apr 28, 2019 8:47 am
Forum: Gameplay Help
Topic: [0.17] Strange inserter circuit problem - bug or oversight?
Replies: 12
Views: 3069

Re: [0.17] Strange inserter circuit problem - bug or oversight?

If anything would work how you think it should work then "anything < n" with "n > 1" would always be true, simply because you will never have all signals of the game on that wire. I do not see how that is an oversight, a bug or a flawed design.

Everything will work.
by DerGraue
Sat Apr 27, 2019 1:07 pm
Forum: Gameplay Help
Topic: What consumes UPS?
Replies: 18
Views: 4876

Re: What consumes UPS?

There is a guy, mulark, who has done a lot of UPS testing and benchmarking. He has a website with his test results, very nice read. It should answer a lot of your questions. I only found out about his site a few days ago when reading randomly on factorio discord. I hope it is ok if I link it: https:...
by DerGraue
Sat Apr 27, 2019 12:24 pm
Forum: General discussion
Topic: Chest type for assembler output. What do you use and why?
Replies: 24
Views: 7793

Re: Chest type for assembler output. What do you use and why?

Just use a buffer chest, requesting a high amount of the items that the output inserter will put into them. Disable the output inserter if the item is over the desired min value by the logi network. No wire required.
by DerGraue
Thu Apr 25, 2019 2:09 pm
Forum: General discussion
Topic: Stack inserter bug, flawed design or is the current behavior the best possible?
Replies: 23
Views: 5979

Re: Stack inserter bug, flawed design or is the current behavior the best possible?

Just make sure that the constant combinator requesting the items requests 11 items less than the actual maximum capacity so that the last swing of the filter stack inserter does not get stuck. Just out of curiosity: How many items can a stack inserter move if that item has a stack size of 1, like a...
by DerGraue
Thu Apr 25, 2019 8:28 am
Forum: General discussion
Topic: Stack inserter bug, flawed design or is the current behavior the best possible?
Replies: 23
Views: 5979

Re: Stack inserter bug, flawed design or is the current behavior the best possible?

For example you could easily solve this with a few combinators. Is there a way to do this with combinators? The apparent use case is loading a train with filtered slots. Circuit network can see the number of a given type of items in a train car, but it can't (AFAIK) see the number of items that wou...
by DerGraue
Wed Apr 24, 2019 4:18 pm
Forum: General discussion
Topic: Stack inserter bug, flawed design or is the current behavior the best possible?
Replies: 23
Views: 5979

Re: Stack inserter bug, flawed design or is the current behavior the best possible?

It is part of the game that you have to solve those logistic problems. For example you could easily solve this with a few combinators. There are probably much more options. But adding a check for every inserter on the map to see if the inserter can insert the items is definitely horrible for UPS con...
by DerGraue
Sun Apr 21, 2019 7:02 pm
Forum: General discussion
Topic: Biters in Starting Area?
Replies: 6
Views: 2237

Re: Biters in Starting Area?

It is by design and not a bug. However the starting area is not the preview window but an area around your starting position and there are no biter bases in there. In default settings there are basically always biters in the preview area, but most maps are playable. Try the preview of the death worl...
by DerGraue
Sun Apr 21, 2019 6:34 pm
Forum: Gameplay Help
Topic: Accumulator not discharging
Replies: 2
Views: 6891

Re: Accumulator not discharging

The steam engines have a higher priority than your accus, so steam engines will always take over in the night. If you want your accus to work in the night you have to disable the steam engines. Small hint: You can connect an accumulator with a circuit wire and read the current charge in %. For examp...
by DerGraue
Sat Apr 13, 2019 12:46 pm
Forum: General discussion
Topic: New Player - My Intro Experience
Replies: 5
Views: 1483

Re: New Player - My Intro Experience

This is exactly how you should play factorio for the first time. The whole experience, the whole struggle, no spoilers or guides, the learning process.

You, sir, did everything right! :)

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