Search found 318 matches

by Mehve
Sat Feb 18, 2017 1:14 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 152276

Re: GreyGoo Mk I: A self-expanding factory

Huh. I remember when I decided that Factorio made every other building/production game obsolete. And now... Factorio has made me obsolete. Isn't that the point to say that Factorio has made Factorio obsolete? Because in the end there is no point in playing anymore when the game plays itself. :D I d...
by Mehve
Fri Feb 17, 2017 12:26 am
Forum: General discussion
Topic: What does your mega-base actually produce?
Replies: 21
Views: 14409

Re: What does your mega-base actually produce?

Just rockets. Once 0.15 comes out with it's infinite research, I suspect I'll make a serious research complex as well, but that's in the future. For me, the appeal of a megabase is similar to things like the Spoon challenge - it forces you to abandon your comfortable patterns and methods. So many tr...
by Mehve
Fri Feb 17, 2017 12:02 am
Forum: Ideas and Suggestions
Topic: Smart Drills
Replies: 10
Views: 2571

Re: Smart Drills

Drills already work like this. When the output backs up it stops working and only consumes idle power usage. Just a quick note: At the moment, electric mining drills have zero idle power usage. Not sure if that's intentional or not, but I noticed it after going to the trouble of hooking up a power ...
by Mehve
Thu Feb 16, 2017 11:49 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 152276

Re: GreyGoo Mk I: A self-expanding factory

Huh. I remember when I decided that Factorio made every other building/production game obsolete. And now... Factorio has made me obsolete.

Just make sure not call any future versions "Skynet".
by Mehve
Wed Feb 15, 2017 1:58 am
Forum: Ideas and Suggestions
Topic: Production/Power Windows Remember Last Time Frame
Replies: 0
Views: 421

Production/Power Windows Remember Last Time Frame

Just a minor issue that's jumped out at me recently - it would be nice/convenient if the energy production/consumption and production/consumption windows remembered whatever time setting you had them at, the last time you had them open.
by Mehve
Sun Feb 12, 2017 11:12 pm
Forum: Gameplay Help
Topic: Oil Production
Replies: 10
Views: 5267

Re: Oil Production

At a glance, your heavy and light oil storages seem to be full. Refineries won't operate if ANY of their outputs are backed up, which means that you need to send the heavy and light oil somewhere else, even if you're not using it right then. Typical options include converting your light oil to solid...
by Mehve
Sun Feb 12, 2017 8:59 pm
Forum: Gameplay Help
Topic: Reset map revealed
Replies: 6
Views: 5136

Re: Reset map revealed

You can use the map seed to get the exact same layout in another game, for what that's worth.
by Mehve
Sat Feb 11, 2017 8:59 pm
Forum: Gameplay Help
Topic: Four wide belt mixer
Replies: 6
Views: 8665

Re: Four wide belt mixer

I don't think I ever previously bothered to try and use that design concept in a larger mixer, but it seems like there's some space efficiency improvements to be had. Also, where did the last hour of my life just go?

Image
by Mehve
Sat Feb 11, 2017 5:22 pm
Forum: Gameplay Help
Topic: Four wide belt mixer
Replies: 6
Views: 8665

Re: Four wide belt mixer

I get a fair bit of mileage out of this design, in either orientation.

Edit: Although the output lanes are mirrored, so if you're relying on each item being on a specific side, you'll need to flip one of the output belts afterwards.

Image
by Mehve
Fri Feb 10, 2017 9:12 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Demand rebalancer/inverse rebalancer
Replies: 61
Views: 65245

Re: Demand rebalancer/inverse rebalancer

What value do lane balancers add? If anything they just increase the amount of product wasted on a belt. If the product backs up into the forging area it is going to stop 4 forges on the left side or 4 forges at the end (if it is balanced). Either way things will reach an equilibrium. Also what is ...
by Mehve
Wed Feb 08, 2017 9:53 pm
Forum: General discussion
Topic: No spoon 3rd try
Replies: 9
Views: 3285

Re: No spoon 3rd try

My own spoon runs tend to focus on minimizing everything. You only need a 3/3/6 setup to hit all the necessary research, you don't need faster belts, and you don't need modules (aside from the rocket silo itself). This minimizes infrastructure costs, which minimizes raw material costs, which helps m...
by Mehve
Sun Feb 05, 2017 2:33 am
Forum: News
Topic: Friday Facts #176 - Belts optimization for 0.15
Replies: 101
Views: 47467

Re: Friday Facts #176 - Belts optimization for 0.15

The game will always be CPU/RAM bound - that's how programs work. If you ever manage to find a program that isn't hardware bound .. I uhh... I'm not sure - I guess you've won the world? I believe he was referring to the alternative as being GPU bound. Y'know, like most games are when they're not tr...
by Mehve
Sun Feb 05, 2017 2:11 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Demand rebalancer/inverse rebalancer
Replies: 61
Views: 65245

Re: Demand rebalancer/inverse rebalancer

That inserter is pulling off both sides of the belt. Would that design work with a normal inserter that only pulls off one side? That's just because the inserter is pulling faster than a single lane of yellow belt can provide, although the majority of the pulled items are still from the closer side...
by Mehve
Sat Jan 21, 2017 7:13 pm
Forum: General discussion
Topic: Best way to kill a lot of biter nests?
Replies: 15
Views: 11593

Re: Best way to kill a lot of biter nests?

Just to make sure - have you moduled the oil wells? Speed modules linearly increase how fast they produce oil, so a pair of tier 3 speed modules in each well will basically double the output. You can go a step further and use speed modules in beacons to further increase each well's output. Everyone'...
by Mehve
Wed Jan 11, 2017 11:44 pm
Forum: Show your Creations
Topic: Jack's Crazy Contraptions
Replies: 30
Views: 33520

Re: Jackie's Crazy Contraptions

Very nice. I think those might be some of the most compact 5-out balancers I've ever seen.
by Mehve
Tue Jan 03, 2017 8:58 am
Forum: Gameplay Help
Topic: What exactly needed for 1RPM, no mods or modules
Replies: 14
Views: 7129

Re: What exactly needed for 1RPM, no mods or modules

... I get what you said about storage, but I don't really agree. I think it's definitely possible to stock up enough goods to launch for hours, even with a small base. ... Well, it's certainly POSSIBLE, I agree. But since the required ore stockpiles are in the millions/hour, you're looking at thous...
by Mehve
Sun Jan 01, 2017 7:19 pm
Forum: Gameplay Help
Topic: What exactly needed for 1RPM, no mods or modules
Replies: 14
Views: 7129

Re: What exactly needed for 1RPM, no mods or modules

Is the 1 Rocket Per Minute challenge described somewhere? I'm curious what the 'rules' are, especially when it comes to storage. Things tend to get a LOT easier when I let my fluids flow for a couple minutes before starting the launches.. I assume that storage, for any item or fluid, is a no-no for...
by Mehve
Fri Dec 30, 2016 10:50 pm
Forum: Ideas and Suggestions
Topic: Limits directly in assembly machines
Replies: 19
Views: 6522

Re: Limits directly in assembly machines

So the ability to set up a PID controller of sorts, with it varying the levels of input inventory bases on how low the output stock drops? That could be all kinds of fun, although a fairly far cry from the OP :)
by Mehve
Fri Dec 30, 2016 10:47 pm
Forum: Ideas and Suggestions
Topic: Rocket Silo should connect to circuit network
Replies: 50
Views: 16119

Re: Rocket Silo should connect to circuit network

On the other hand, it would technically be anticlimatic to have your victory condition occur without you even noticing :) That said, it would be nice to have some rocket silo interaction with the circuit network. There are several autolauncher mods floating around, but things like % completed, ready...
by Mehve
Fri Dec 30, 2016 3:48 am
Forum: Ideas and Suggestions
Topic: Limits directly in assembly machines
Replies: 19
Views: 6522

Re: Limits directly in assembly machines

I can understand some of what he means. The setup of one production-limited item takes a bit too much clicks/keys (in the following I count keys and mouse clicks as both one key press): - place assembly (select via quick-bar and click or press E, select click, E, place click, so between 2 and 4 key...

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