Search found 1485 matches

by MeduSalem
Sun Oct 12, 2014 8:46 pm
Forum: General discussion
Topic: Building a clock-signal with Productivity Modules...
Replies: 9
Views: 3968

Re: Building a clock-signal with Productivity Modules...

Yeah the timer circuit is more reliable as it proved itself countless times... but the trade off is it takes extra space somewhere nearby. xD And nope I'm not forcing it on anybody... I'm just curious if someone else ever tried to get some control over that behavior or if it is impossible due to the...
by MeduSalem
Sun Oct 12, 2014 7:15 pm
Forum: General discussion
Topic: Building a clock-signal with Productivity Modules...
Replies: 9
Views: 3968

Building a clock-signal with Productivity Modules...

Hey there fellow factorians... ^^ I wonder if someone ever tried to build something like a clock-signal using the extra item from Productivity Modules? I normally enter ALL Speed Modules and Productivity Modules before I start the facility so normally at some point the purple progress bar catches up...
by MeduSalem
Sun Oct 12, 2014 6:08 pm
Forum: General discussion
Topic: single or double belt lines between furnaces?
Replies: 26
Views: 20972

Re: single or double belt lines between furnaces?

n9103 wrote:mmmm... Automation-porn. :p

Just a small note, but it sounds more like you mean the stacksize bonus of 4, for a total of 5 items grabbed.
You are right... I mean stacksize Bonus 4 for a total of 5 items grabbed. ^^
by MeduSalem
Sun Oct 12, 2014 12:23 am
Forum: General discussion
Topic: single or double belt lines between furnaces?
Replies: 26
Views: 20972

Re: single or double belt lines between furnaces?

Interesting layout there. Possible for some pretty extreme buffering. Good fix for the conflicting ores problem. Entirely wasteful, as far as resource efficiency goes, but I imagine the number of beacons is a sign of a purely post rocket defense setup. Yepp, resource waste all the way... but what e...
by MeduSalem
Mon Oct 06, 2014 1:42 pm
Forum: General discussion
Topic: Solar Panel return on investment
Replies: 56
Views: 26322

Re: Solar Panel return on investment

But please don't complain about the non-existing end-game targets of the alpha vanilla game. :) Don't worry... It wasn't a complain, rather a concern. I've plenty of other things to do and try out in Factorio and if I ever get bored with it I'll find a way to make it interesting enough for me (like...
by MeduSalem
Mon Oct 06, 2014 9:14 am
Forum: General discussion
Topic: single or double belt lines between furnaces?
Replies: 26
Views: 20972

Re: single or double belt lines between furnaces?

Sorry for double-post, but ssilk's concern made me think of if there's a way to react to full output belts and yes there is (look below in the attachment) But it wastes more space than managing the overflow in the storage area itself. The benefit though is that it works independent from the storage ...
by MeduSalem
Mon Oct 06, 2014 12:30 am
Forum: General discussion
Topic: Solar Panel return on investment
Replies: 56
Views: 26322

Re: Solar Panel return on investment

Belief me or not, but this will be the target of the game. It might be the current target of the alpha, but if that's the goal of the finished game then it's surely one hell of a boring goal. ^^ xD I'd at least expect a little bit more from a real endgame but to store ludicrous amounts of resources...
by MeduSalem
Sun Oct 05, 2014 9:54 pm
Forum: General discussion
Topic: single or double belt lines between furnaces?
Replies: 26
Views: 20972

Re: single or double belt lines between furnaces?

Besides that this locks quite amazing I tested a lot around with furnaces smelting both stuff and found it is not a good idea. The problem is, that once there is some iron ore left in the furnace, it cannot take copper ore. Even if it would be much better for the furnace to smelt copper, it isn't p...
by MeduSalem
Sun Oct 05, 2014 6:08 pm
Forum: General discussion
Topic: single or double belt lines between furnaces?
Replies: 26
Views: 20972

Re: single or double belt lines between furnaces?

In my early days of playing I used single belt lines on each side of the furnace... one for input, one for output. Later I switched over to double belt with long handed inserters (much like in the first post of the thread) but never have been quite satisfied with the result. It was space efficient, ...
by MeduSalem
Sun Oct 05, 2014 4:05 pm
Forum: Ideas and Suggestions
Topic: Maintainance for Solar Pannels
Replies: 13
Views: 5711

Re: Maintainance for Solar Pannels

All discussions normally end with solar panels winning as they simply are to be plotted down and they produce energy for free forever (with accumulator combos even throughout the night.) So the cost of building them drops to zero over time. [...] Now MeduSalem made an interesting suggestion as I sa...
by MeduSalem
Sun Oct 05, 2014 10:50 am
Forum: General discussion
Topic: Solar Panel return on investment
Replies: 56
Views: 26322

Re: Solar Panel return on investment

You all forget, that you - playing longer and longer - constantly need more power. There is no good way around that fact. It doesn't make sense - gameplay wise - to add detoriation (or other kind of maintenance), cause you constantly need to extend the energy production. Which is more than enough &...
by MeduSalem
Sun Oct 05, 2014 10:06 am
Forum: General discussion
Topic: Solar Panel return on investment
Replies: 56
Views: 26322

Re: Solar Panel return on investment

I personally find this an awesome idea to have the solar panels require maintenance XD I agree that having them be "plot and forget" makes them quite op, especially for more experienced players (maybe the maintenance can be turned on/off in options?) It's also more realistic as in real li...
by MeduSalem
Sun Oct 05, 2014 7:56 am
Forum: General discussion
Topic: Solar Panel return on investment
Replies: 56
Views: 26322

Re: Solar Panel return on investment

Solar --> I built it, I'm done, nothing left to do here, ever That's the reason why Solar farming wins no matter the resource costs. They are "Build & Forget" , which is very, very bad gameplay-wise, especial the longer you keep playing, in my humble opinion. Yes there's a point to di...
by MeduSalem
Fri Sep 05, 2014 8:09 pm
Forum: Energy Production
Topic: Minimal Steam Power
Replies: 27
Views: 52602

Re: Minimal Steam Power

I do understand though. You're saying that those steam engines are being split equally by the accumulators? In the analogy the Steam Engines would be the Keg... and the Accumulators are the cans that you drink of equally... so basically the energy draw from the accumulators is split evenly accross ...
by MeduSalem
Thu Sep 04, 2014 6:59 pm
Forum: Energy Production
Topic: Minimal Steam Power
Replies: 27
Views: 52602

Re: Minimal Steam Power

At night, energy is drawn from all of the accumulators equally. The steam gens only charge the accumulators on their power grid. Ok, try this - a new party trick. Using multiple straws, you are drinking equally from 12 cans of beer at the same time. However, you know your Aussie appetite won't go d...
by MeduSalem
Thu Sep 04, 2014 10:44 am
Forum: Energy Production
Topic: Minimal Steam Power
Replies: 27
Views: 52602

Re: Minimal Steam Power

However, the accumulators are limited to transmitting 300 kW each. For a standard 10 steam gen configuration, 17 accums would be needed to fully transfer the 5.1 MW power that the steam gens are capable of. That makes Medusalem's configuration a bit more appropriate. Although, having too many trans...
by MeduSalem
Wed Sep 03, 2014 7:25 pm
Forum: Energy Production
Topic: Minimal Steam Power
Replies: 27
Views: 52602

Re: Minimal Steam Power

did you look at/no of "How to switch off steam engines in the night, when enough accumulator capacity is available?" on the wiki :?: https://forums.factorio.com/wiki/index.php?title=Power_Production Yes... Werezwolf did look at that. He mentioned it in his original post and he didn't like...
by MeduSalem
Sat Aug 30, 2014 4:04 pm
Forum: Energy Production
Topic: Minimal Steam Power
Replies: 27
Views: 52602

Re: Minimal Steam Power

I'm using a similar setup... but with a much larger backup... :D With one difference: I placed 2 substations right next to each other and placed the accumulators in the overlapping area of those both substations so both substations cover all the accumulators and then I make sure that those 2 substat...
by MeduSalem
Fri Aug 29, 2014 7:01 pm
Forum: Not a bug
Topic: [0.10.3] Gun turrets can be placed too close together
Replies: 8
Views: 3588

Re: [0.10.3] Gun turrets can be placed too close together

There's also another bug/missing feature with turrets: they cannot be rotated by pressing R when an already placed turret is hovered over by mouse. This is bothering me ever since I'm playing Factorio... I still think if I press R just hard enough it will rotate... but nope. :P xD Basically it make...
by MeduSalem
Fri Aug 29, 2014 12:06 pm
Forum: General discussion
Topic: Using a main conveyor track.
Replies: 27
Views: 11742

Re: Using a main conveyor track.

The method to check if they are equally as fast would be if you let them move a specific amount of items.... power them on all at the same time and then look which one of them is finished faster. I guess it will be the fast inserter because of no filter checks... but I imagine that the time discrep...

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