Search found 86 matches
- Fri Mar 22, 2019 12:16 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [1.0]
- Replies: 50
- Views: 59677
Re: Production Calculator Google Sheet [0.16 & 0.17]
Hi, wanted to give this a try with mods. What version of lua are you using exactly nowadays? /.../ It uses Lua 5.3, just like the game itself I believe. Hope it works out with your mods! Note that the sheet is dimensioned to 250 items or recipes atm. Enlarging that might be a bit of trial and error...
- Sun Mar 17, 2019 11:50 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [1.0]
- Replies: 50
- Views: 59677
Re: Production Calculator Google Sheet [0.16 & 0.17]
Thank you zeebo404, it's fixed now.
- Thu Feb 28, 2019 4:42 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [1.0]
- Replies: 50
- Views: 59677
Re: Production Calculator Google Sheet [0.16 & 0.17]
Put out a first version of the sheets for 0.17 - links in the original post. The main calculations with recipes etc should all be fine, but I haven't gone through all the details yet. For instance, I'm not at all sure the throughput values for inserters still are accurate, and the belt throughputs p...
- Sat Jul 14, 2018 2:55 pm
- Forum: News
- Topic: Friday Facts #251 - A Fistful of Frames
- Replies: 80
- Views: 35837
Re: Friday Facts #251 - A Fistful of Frames
Interesting optimisations, but when reading FFFs like this I can't help but think "why don't they ever release 1.0 and start working on an expansion?" Your Steam EA has been extremely successful, but the backside of that is that you probably shouldn't expect the majority of sales of this g...
- Mon May 28, 2018 7:05 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [1.0]
- Replies: 50
- Views: 59677
Re: Production Calculator Google Sheet [0.16]
Small update: I fixed the rocket silo calculation to take the fixed 42 second launch time into account. For completeness, I should also mention that I updated the facility combo costs which were a bit too high for some items since some rebalancing change in early 0.16. This only affected the relativ...
- Sun May 13, 2018 8:11 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Eco Megabase, 640SPM, only belts, All normal.
- Replies: 13
- Views: 9244
Re: Eco Megabase, 640SPM, only belts, All normal.
Use artillery? Once you have overlapping artillery ranges along the perimeter you'll hardly see a biter again. Just plomp them out, ensure they're defended and supplied with shells, and just sit back until the area is clean. Rinse and repeat.Nomadic Steppe wrote:I'm bored of fighting and I will stop improving my base.
- Sun May 06, 2018 1:25 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [1.0]
- Replies: 50
- Views: 59677
Re: Production Calculator Google Sheet [0.16]
Sactorio: Thanks, it's a detail but you have a point. Changed.
- Wed May 02, 2018 10:48 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [1.0]
- Replies: 50
- Views: 59677
Re: Production Calculator Google Sheet [0.15 & 0.16]
/.../ but the resource needed remains constant while the time needed *decreases* when adding prod mods. That seems backwards somehow... Agreed, that's confusing. I've fixed the "Resources needed" column to take prod modules into account, just like "Items to manufacture". (Howeve...
- Tue May 01, 2018 10:02 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [1.0]
- Replies: 50
- Views: 59677
Re: Production Calculator Google Sheet [0.15 & 0.16]
First - amazing sheet work, ignatio! Cool, I'm glad you find it useful! Is there a way to put productivity modules in the mining drills? I had overlooked that mining drills (and pumpjacks) can take productivity modules. Fixed now - please give it a go and check that it gives the results you expect....
- Sun Apr 22, 2018 8:53 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [1.0]
- Replies: 50
- Views: 59677
Re: Production Calculator Google Sheet [0.15 & 0.16]
Is there a way to put productivity modules into rocket launch calculations? /.../ The PMs should go into the "Rocket part" production goal - it's what most closely corresponds to the rocket silo facility. "Satellite launch" is a combo goal to easily select 1 satellite and 100 ro...
- Wed Apr 18, 2018 12:18 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [1.0]
- Replies: 50
- Views: 59677
Re: Production Calculator Google Sheet [0.15 & 0.16]
EDIT New copy of calculator. Want - 40 - Advanced circuits. Items to manufacture - 400 - Copper cable :?: Correct items to manufacture 160 copper cable. I take it that's without any productivity modules anywhere. The reason for the 400 is that it includes both direct and indirect requirements: You ...
- Fri Feb 23, 2018 2:21 am
- Forum: Releases
- Topic: Version 0.16.25
- Replies: 72
- Views: 38721
Re: Version 0.16.25
I disagree I think the belt-compression was an intuitive problem. You could watch how the things on the belts and the inserters move, and figure out that the belt couldn't compress due to caps that is to small for one item to fit. The solution with undergrounds didn't on the other side feel intuiti...
- Sun Feb 04, 2018 5:45 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [1.0]
- Replies: 50
- Views: 59677
Re: Production Calculator Google Sheet [0.15 & 0.16]
Fixed a bug when using "Optimise for max count" with pumpjacks - it didn't take the yield into account so calculated too high counts. The values given in the pumpjack columns were correct though.
- Fri Jan 12, 2018 10:17 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 372683
Re: Friday Facts #225 - Bots versus belts (part 2)
The thing that makes bots unbalanced is that they scale indefinitely for getting things in and out of chests. Inserters have a limited throughput, and one can only place so many of them around a chest or machine. Why doesn't bots have a similar limitation? It seems reasonable that only one or a few ...
- Tue Dec 26, 2017 5:34 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [1.0]
- Replies: 50
- Views: 59677
Re: Production Calculator Google Sheet [0.15 & 0.16]
Is there some easy way to use filter to reduce the amount of rows shown in the main view? It doesn't like merge cells so when I try to use it I end up getting the filter on the "accumulator" row, The "Active items" filter does that (Data -> Filter views... -> Active items), exce...
- Mon Dec 25, 2017 5:37 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [1.0]
- Replies: 50
- Views: 59677
Re: Production Calculator Google Sheet [0.15 & 0.16]
This is an awesome sheet. Thanks! :) For crafting 100 accumulators it recommends 100/3 assembly 1 machines. If my calculations are correct it should take 2000 machines which is more than the 33 recommended. An older version that I have been using recommends using 2000 as well so you probably have a...
- Mon Dec 18, 2017 12:23 am
- Forum: Duplicates
- Topic: [0.16.5] Crash in CraftingMachine::extractEnergyAndPollute
- Replies: 1
- Views: 745
[0.16.5] Crash in CraftingMachine::extractEnergyAndPollute
In the attached savegame, remove the small electric pole at the player. Crashes consistently.
- Sat Dec 16, 2017 6:03 pm
- Forum: Duplicates
- Topic: [0.16.4] Sideloaded underground belt gets stuck
- Replies: 6
- Views: 3898
[0.16.4] Sideloaded underground belt gets stuck
In 0.16.x, I every so often get stuck items. E.g. in the picture below, the underground entrance under the player is intended to let through the electronic circuits coming out on the right belt lane from the blue splitter. Here you can see it doesn't, and the belt going left is empty. Removing the u...
- Sat Dec 16, 2017 1:05 am
- Forum: Not a bug
- Topic: [kovarex] [16.0] Inserting on underground belt behaves different
- Replies: 24
- Views: 26198
Re: [kovarex] [16.0] Inserting on underground belt behaves different
how about, if there's at least "half" of the size needed for inserted to drop the item - it drops the item on the belt and anything that was there on the other half of the belt (or less) gets to hold up for split of a second That would make almost all compression problems go away. I think...
- Sat Oct 07, 2017 3:30 pm
- Forum: Ideas and Suggestions
- Topic: Read inserter stack size from the picked item's channel
- Replies: 13
- Views: 5125
Re: Read inserter stack size from the picked item's channel
Yes, I think the "each" (yellow star) option is fairly obvious for the interface. As I touched on in the OP, I have been able to work around the problem using the "reverse pick" trick: If I want, let's say, 50 splitters in the train and it currently has 46, then I have one insert...