Search found 499 matches
- Fri Sep 04, 2020 7:56 pm
- Forum: Gameplay Help
- Topic: Energy production
- Replies: 14
- Views: 3164
Re: Energy production
Another issue to consider is that Speed and Production only have real net reductions to pollution or energy cost/per item when used together. Or more specifically, it lowers the total production cost per Item... which indirectly lowers all the demands associated with intermediary and raw material p...
- Fri Sep 04, 2020 4:22 pm
- Forum: Balancing
- Topic: Chests should have a max bots/s limit and more
- Replies: 42
- Views: 13106
Re: Chests should have a max bots/s limit and more
Actually what we need is to not limit the number of items on a belt. I think it'd be cool if we could treat items like fluids; pipe items directly into assemblers and move them around by the 100s through pipes. https://mods.factorio.com/mod/LiquifyIntermediates https://mods.factorio.com/mod/Liquify...
- Fri Sep 04, 2020 2:53 pm
- Forum: Balancing
- Topic: Chests should have a max bots/s limit and more
- Replies: 42
- Views: 13106
Re: Chests should have a max bots/s limit and more
Would be kind of funny to see items spill off the belt at the end In much earlier Factorio versions the items did fall off the end of belts and ended on the next ground tile, but they didn't spill any further. In old screenshots you'd see belts end up one tile sooner and the final inserter in the l...
- Wed Sep 02, 2020 8:24 pm
- Forum: Balancing
- Topic: Chests should have a max bots/s limit and more
- Replies: 42
- Views: 13106
Re: Chests should have a max bots/s limit and more
And then there's the UPS costs. Robot megabases will just grind your PC to a crawl. That is only true when using bots wrong, for long distance transport. For short to mid range bots have the best ups performance. After some actual testing I found bots are just terrible for UPS performance. They are...
- Wed Sep 02, 2020 3:16 pm
- Forum: Balancing
- Topic: Chests should have a max bots/s limit and more
- Replies: 42
- Views: 13106
- Wed Sep 02, 2020 6:49 am
- Forum: Balancing
- Topic: Chests should have a max bots/s limit and more
- Replies: 42
- Views: 13106
Re: Chests should have a max bots/s limit and more
The penalty for using excessive amounts is the ever increasing number of roboports required. Sure, you can have an infinite amount of bot traffic in a given area. But each of those bots uses some amount of energy for every tile of distance traveled. Bot speed upgrades doesn't decrease that amount of...
- Tue Sep 01, 2020 5:24 pm
- Forum: General discussion
- Topic: Fluid Optimization not fixed for release?
- Replies: 38
- Views: 13324
Re: Fluid Optimization not fixed for release?
Yes, that's just horrible design. Pipes and pumps are not belt/splitters, get over it already. Come back with an actual factory design, rather than some synthetic test purposely designed to expose the effects of fluid evaluation order. EDIT: Heh, even belt and splitters have their quirks: Screenshot...
- Tue Sep 01, 2020 3:25 pm
- Forum: General discussion
- Topic: Fluid Optimization not fixed for release?
- Replies: 38
- Views: 13324
Re: Fluid Optimization not fixed for release?
A machine being starved of fluid is usually a symptom a bad design. It is very, very rare for the fluid system evaluation order to be the cause of fluid starvation. If a design is bad (ie. is bottlenecked by pipe-throughput) then one or more machines will be starved of fluid, no way around that. Due...
- Sun Aug 30, 2020 5:19 pm
- Forum: Not a bug
- Topic: Game Speed multiplier capping for no apparent reason
- Replies: 7
- Views: 1681
Re: Game Speed multiplier capping for no apparent reason
But still, all cores could run at higher load. I'm not familiar with how processors distribute different threads, but what hinders the CPU to increase its usage until 1 core reaches 100%? That is not controlled by the CPU or Factorio, that's purely the territory of the OS scheduler. So Windows (or ...
- Thu Aug 27, 2020 5:25 am
- Forum: Ideas and Suggestions
- Topic: Quick stack button
- Replies: 4
- Views: 1026
Re: Quick stack button
That can already be done via Ctrl+Left-mouse-button on an empty space in your inventory.
There's also mods for making it easier to distribute items into chests/machines: https://mods.factorio.com/mod/even-distribution
- Tue Aug 25, 2020 11:46 pm
- Forum: Gameplay Help
- Topic: Butterfly Net?? Loads of wandering abandoned Bots
- Replies: 7
- Views: 1960
Re: Butterfly Net?? Loads of wandering abandoned Bots
The problem is not the bots. The bots don't do anything out of there own. You've probably setup some logistic chests somewhere in your network that are ordering bots to perform massive amounts of jobs. Since you've mentioned trains also being cause of the problem it seems you've created a loop betwe...
- Tue Aug 25, 2020 11:34 pm
- Forum: General discussion
- Topic: this game is sick
- Replies: 12
- Views: 4005
- Tue Aug 25, 2020 11:07 pm
- Forum: Gameplay Help
- Topic: Am I missing something in blueprint library?
- Replies: 1
- Views: 737
Re: Am I missing something in blueprint library?
Kinda yes, but kinda no. First, make a backup of your blueprint library by copying the blueprint-storage.dat file from Factorio's AppData directory into some save location. You can Ctrl-click on blueprint books in the library to mass transfer into your inventory. It's best to use the map editor to h...
- Tue Aug 25, 2020 6:49 pm
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 78
- Views: 32671
Re: Defence economy balance
A research that's supposed to be an upgrade SHOULD NOT put the player in a (irreversible) situation of where energy consumption increases exponentially. That really risks the situation where a player "paints themselves into a corner" without any means to escape. Technologies cannot be unre...
- Tue Aug 25, 2020 5:08 pm
- Forum: Gameplay Help
- Topic: A deeper look into the fluid system and so many questions
- Replies: 17
- Views: 10296
Re: A deeper look into the fluid system and so many questions
One of my more elegant design for max flow water intakes:
- Mon Aug 24, 2020 8:35 pm
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 78
- Views: 32671
Re: Defence economy balance
Right, so we embrace this change and then somewhere down the line someone looks at piercing rounds magazine, sees 32 and wonders why the others are 10... then makes a big stink about balancing the magazines. It would be just as easy to modify the recipe for AP ammo instead to produce 2x or 3x magaz...
- Mon Aug 24, 2020 3:43 pm
- Forum: General discussion
- Topic: Fluid Optimization not fixed for release?
- Replies: 38
- Views: 13324
Re: Fluid Optimization not fixed for release?
I do wonder, what kind of factory this guy is building that the occasional fluid system wonkyness completely ruins his experience?
- Sun Aug 23, 2020 2:31 pm
- Forum: Gameplay Help
- Topic: Asking Combinator advise
- Replies: 5
- Views: 1696
Re: Asking Combinator advise
https://imgur.com/7LsTWFI Trying to use the rate calculator. what signal I should do to switch off/on the pump on red line? btw can you tell me the reason of the accumulator signal *3.0k? 61 is the number of accumulator in network? The pump should be connected to signal E at the output. The conditi...
- Sun Aug 23, 2020 6:36 am
- Forum: Balancing
- Topic: Inserter power usage (aka don't use fast inserters)
- Replies: 16
- Views: 7243
Re: Inserter power usage (aka don't use fast inserters)
Don't think many care all that much about power efficiency. And if you did you'd be worrying 100x more about drills/furnaces/assemblers.
- Sat Aug 22, 2020 10:26 pm
- Forum: Balancing
- Topic: Remove Train Stop research, add Train Stop to first "Railway" research
- Replies: 12
- Views: 4827
Re: Remove Train Stop research, add Train Stop to first "Railway" research
Exactly. For example, fluid wagon research depends on Railway (and Fluid handling) but not on Automated Rail Transportation, yet it is nearly impossible to manually align a train with fluid wagons so that pumps can connect to it.