Search found 154 matches
- Tue Sep 13, 2016 10:49 pm
- Forum: General discussion
- Topic: Oil and Perpetual Steam Energy
- Replies: 19
- Views: 8022
Re: Oil and Perpetual Steam Energy
Small addition to that post: There was discussion on reddit about rocket fuel, so... - assembler I/II/III + beacons: number of effect receivers - 8, beacons around - 8 - chemical plant + beacons: number of effect receivers - 8, beacons around - 8 - oil refinery + beacons: number of effect receivers...
- Tue Sep 13, 2016 10:07 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: A compact base
- Replies: 21
- Views: 23036
Re: A compact base
Lets start with the good. 1. This is a very elegant design. 2. It is clearly backpressure based, which means you have nearly a waste-free, mostly buffer-free (aside from the ore-buffer) factory. ---------------------- However... 1. That's a lot of copper cable machines. An Assembly Machine3 will pro...
- Tue Sep 13, 2016 3:58 pm
- Forum: Gameplay Help
- Topic: manually craft large amounts of items one at a time?
- Replies: 6
- Views: 3085
Re: manually craft large amounts of items one at a time?
somehow I didnt know that either so that will make my problem 5 times less bad :) I think shift clicking or alt clicking would be more logical. I would associate right clicking with cancelling rather than building 5 at a time. Anyways, thanks! Shift-click creates a stack. So shift-click creates 50 ...
- Thu Sep 08, 2016 5:43 pm
- Forum: Gameplay Help
- Topic: Combinators: How do I make a belt with at most 100 gears
- Replies: 13
- Views: 6536
Re: Combinators: How do I make a belt with at most 100 gears
Another Idea I had would count the number of gears placed on the belt and number of gears taken from the belt and compute the difference. But how do I count gears taken off the belt by a user? This is a subject that I'm going to address in my next topic of my combinator guide. In essence, wire up &...
- Wed Sep 07, 2016 2:19 pm
- Forum: Combinator Creations
- Topic: Building Backpressure with Combinators
- Replies: 9
- Views: 12551
Re: Building Backpressure with Combinators
Example with ammo counting I find amazingly useful in my factories in which I solely defend with gun turrets. The main thing is that my next section will describe a much easier wiring system that uses far fewer clicks and fewer resouces / fewer wires, but you need to learn pulse-mode first before y...
- Wed Sep 07, 2016 1:40 pm
- Forum: Combinator Creations
- Topic: Building Backpressure with Combinators
- Replies: 9
- Views: 12551
Re: Building Backpressure with Combinators
Example with ammo counting I find amazingly useful in my factories in which I solely defend with gun turrets. The main thing is that my next section will describe a much easier wiring system that uses far fewer clicks and fewer resouces / fewer wires, but you need to learn pulse-mode first before y...
- Wed Sep 07, 2016 5:52 am
- Forum: Combinator Creations
- Topic: Building Backpressure with Combinators
- Replies: 9
- Views: 12551
Building Backpressure with Combinators
Since I posted the last update on Reddit, the official Factorio Forums get word of today's update. Please enjoy! http://factorioguide.nfshost.com/ This guide is a work in progress! I only have 3 sections written up (backpressure introduction, red and green wires, and remote backpressure), that cover...
- Sat Sep 03, 2016 12:03 am
- Forum: Balancing
- Topic: Train is too vulnerable versus green alien(Big problem!)
- Replies: 22
- Views: 10168
Re: Train is too vulnerable versus green alien(Big problem!)
...using automatic construction bots....using construction bots....using logistic bots. There are plenty of tools in this game that can solve your problem already. ...using blueprints and construction bots... Sounds like you only really have 1 tool, Construction bots! well, Bots... you did say Logi...
- Thu Sep 01, 2016 9:58 pm
- Forum: Balancing
- Topic: Train is too vulnerable versus green alien(Big problem!)
- Replies: 22
- Views: 10168
Re: Train is too vulnerable versus green alien(Big problem!)
Ah, thanks for count, but seriously, it is very very dubious pleasure, all game based on rationality and automation of everything. And I have evident question to developers:"How increasing of damage caused by the train can broke balance of the game?" It is not single problem of the game f...
- Thu Sep 01, 2016 7:34 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Steel Furnace setup: 3-express belts of output
- Replies: 38
- Views: 46047
Re: Steel Furnace setup: 3-express belts of output
I actually just mapped out a design that should be 16-tiles for the first two furnaces (4x4), and 15-tiles for each additional furnace. For a scaling of 7.5 tiles per furnace. ("Diagonal" based, with only one provider chest and one requester chest every four furnaces) Still not as dense as...
- Thu Sep 01, 2016 4:53 pm
- Forum: Balancing
- Topic: Train is too vulnerable versus green alien(Big problem!)
- Replies: 22
- Views: 10168
Re: Train is too vulnerable versus green alien(Big problem!)
I built my great wall in just 4 hours, including killing off all of the aliens within. It really isn't that bad. (The vast majority of that time was killing aliens). Shotgun + Flamethrower basically erradicates everything, 2 shields for HP and 6 exoskeletons outrun everything. I don't even use destr...
- Thu Sep 01, 2016 3:37 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Steel Furnace setup: 3-express belts of output
- Replies: 38
- Views: 46047
Re: Steel Furnace setup: 3-express belts of output
I haven't seen anybody really talk about bots, so here's my solution for bot layout. 25 for the first two furnaces, then 16 tiles for each additional furnace. You'll also need a roboport (4x4 tiles) every now and then, but I'm really only demonstrating the basics of this. bot-optimized.png 70 furnac...
- Fri Aug 26, 2016 5:15 pm
- Forum: Railway Setups
- Topic: Complete modular train system
- Replies: 28
- Views: 57430
Re: Complete modular train system
Looks good for the most part, but I don't think any train system is complete without waiting bays, which are needed to prevent deadlock.
- Thu Aug 25, 2016 8:34 pm
- Forum: Releases
- Topic: Version 0.13.18
- Replies: 10
- Views: 13431
Re: Version 0.13.18
This is provably complete across propositional logic. So any condition can be specified by enough "AND" and "OR" chains.FactorioBot wrote: [*]Changed train wait conditions to use standard boolean precedence for evaluation, instead of a simple left to right accumulative evaluation.
- Fri Aug 19, 2016 6:21 pm
- Forum: Gameplay Help
- Topic: Combinator Help
- Replies: 6
- Views: 2470
Re: Combinator Help
And if you want to unload 50 empty barrels every time when train arrives Fast inserter: "empty barrels < 10", pulse mode Decider combinator: "Red = 0, Output everything input count" Decider combinator is connected to rail signal (default configuration) and fast inserter. https:/...
- Thu Aug 18, 2016 10:23 pm
- Forum: Gameplay Help
- Topic: Metapost: I'm writing a guide and I have questions...
- Replies: 6
- Views: 1629
Re: Metapost: I'm writing a guide and I have questions...
I think its best to upload to gfycat, you can embed directly on the forum here using the tags [webm] or [mp4] I'm not 100% familiar with this methodology. Does it work cross-browser just fine? If that's how Gfycat works, then that's probably the least-bad option, provided that the various web-brows...
- Thu Aug 18, 2016 9:08 pm
- Forum: Gameplay Help
- Topic: Metapost: I'm writing a guide and I have questions...
- Replies: 6
- Views: 1629
Re: Metapost: I'm writing a guide and I have questions...
I think its best to upload to gfycat, you can embed directly on the forum here using the tags [webm] or [mp4] I'm not 100% familiar with this methodology. Does it work cross-browser just fine? If that's how Gfycat works, then that's probably the least-bad option, provided that the various web-brows...
- Thu Aug 18, 2016 9:04 pm
- Forum: Gameplay Help
- Topic: Metapost: I'm writing a guide and I have questions...
- Replies: 6
- Views: 1629
Re: Metapost: I'm writing a guide and I have questions...
Do you really need GIFs? For people on low bandwidth, it sucks as much to download them as for you to upload them. Webm and MP4 would be smaller, but I don't think those work on forums. :roll: :roll: GIF has utterly awful compression, but its kind of what I have to work with. I wouldn't mind pullin...
- Thu Aug 18, 2016 8:07 pm
- Forum: Gameplay Help
- Topic: Metapost: I'm writing a guide and I have questions...
- Replies: 6
- Views: 1629
Metapost: I'm writing a guide and I have questions...
I'm writing a combinatory guide and would like it hosted on these forums. In particular, I'd like to have all of the GIFs that I'm making loaded on these forums and served out. Combinators are a very visual tool, so animations and diagrams are a must. I've written approximately 40% of the guide at ...
- Thu Aug 18, 2016 2:13 pm
- Forum: Balancing
- Topic: Efficiency modules need a downside
- Replies: 62
- Views: 27633
Re: Efficiency modules need a downside
Without changing pricing, another scheme would be to make them more about pollution reduction: lvl1: -20% Energy Consumption, -10% Pollution. lvl2: -40% Energy Consumption, -20% Pollution. lvl3: -80% Energy Consumption, -30% Pollution Pollution is a multiplicative effect which is applied after spee...