Search found 341 matches
- Tue Apr 02, 2019 7:20 pm
- Forum: Balancing
- Topic: blue and yellow assembler are worse than grey
- Replies: 42
- Views: 13515
Re: blue and yellow assembler are worse than grey
Speaking of assemblers, anyone has done math about beacons ? Like is it better to have 6 AM3 with max beacons and SM3 (+ 500% speed if I remember well @max), or to have 36 assemblers ? If you put 16 SM3s (in 8 beacons) touching an AM3 (with 4 PM3s in it) you get good results for the power you spend...
- Tue Apr 02, 2019 7:00 pm
- Forum: Gameplay Help
- Topic: How to mark selected building for deconstruction?
- Replies: 4
- Views: 2076
Re: How to mark selected building for deconstruction?
No. The only things that mark buildings for deconstruction without mods are the deconstruction planner, the "cut" tool (which works the same way as the deconstruction planner), or hitting "undo" if the building was the last thing you placed.
- Tue Apr 02, 2019 6:57 pm
- Forum: Gameplay Help
- Topic: Simple Nuclear Throttle / Controller Using Requester Chest
- Replies: 5
- Views: 1699
Re: Simple Nuclear Throttle / Controller Using Requester Chest
I tried that, but when there isn't enough steam, the reactor is emptied of all spent cells and filled up with new ones. I want to be able to put 1 at a time. Sounds like you didn't quite do what Serenity suggested, then, because that method does work (lots of people use this method, it's used in ma...
- Thu Mar 28, 2019 12:44 am
- Forum: Gameplay Help
- Topic: Skipping the station
- Replies: 1
- Views: 844
Re: Skipping the station
No, there isn't. Trains will only skip a station if every station of that name is currently disabled, there's no other way.
- Wed Mar 27, 2019 10:28 pm
- Forum: General discussion
- Topic: How do I set biters back to aggressive?
- Replies: 11
- Views: 5680
- Wed Mar 27, 2019 7:37 pm
- Forum: General discussion
- Topic: How do I set biters back to aggressive?
- Replies: 11
- Views: 5680
Re: How do I set biters back to aggressive?
If I remember rightly then the problem is that each biter has an aggro/peaceful flag. When you're playing in the normal mode they are all aggro, all the time, but when you're playing in peaceful, the biters start off as peaceful, but turn to aggro when you.. aggro them by attacking them/their base/e...
- Wed Mar 27, 2019 6:38 pm
- Forum: General discussion
- Topic: [0.17] There is no spoon!
- Replies: 20
- Views: 21777
Re: [0.17] There is no spoon!
Right, but my point is that's oversimplifying it and the real options (for assembler 2s with 2x prod 1): 1. 108% output with the same input, if you increase the number of assemblers by ~43% 2. Same output with 93% of the input, if you increase the number of assemblers by ~32% 3. 76% output with the ...
- Wed Mar 27, 2019 3:08 am
- Forum: General discussion
- Topic: [0.17] There is no spoon!
- Replies: 20
- Views: 21777
Re: [0.17] There is no spoon!
I'm not sure I follow your logic here. The logic is that blue circuits only use a fraction of the red circuits. My factory was producing about 60 blue circuits a minute: so the blue circuits were using 120 red circuits per minute. Putting productivity modules in blue circuits would save 8% of the r...
- Tue Mar 26, 2019 8:20 pm
- Forum: Gameplay Help
- Topic: Network Help
- Replies: 3
- Views: 1241
Re: Network Help
Yeah, as Khagan says you don't really want to turn machines off at all, you want to either not use the circuit network at all and just let belts back up, or control inserters/belts with the circuit network instead. While you *can* turn machines off with power switches, that has several downsides: - ...
- Tue Mar 26, 2019 7:48 pm
- Forum: General discussion
- Topic: [0.17] There is no spoon!
- Replies: 20
- Views: 21777
Re: [0.17] There is no spoon!
Note that the "best payoffs" might not necessarily be the most expensive items, but rather the ones you need more of and for which you can't easily scale up production. For example: I had plenty of blue circuits (they had their own two red belts of green circuits), but started running out...
- Mon Mar 25, 2019 10:39 pm
- Forum: General discussion
- Topic: [0.17] There is no spoon!
- Replies: 20
- Views: 21777
Re: [0.17] There is no spoon!
(6) When you get productivity modules, start making four level 3 modules for the rocket silo. (I forgot to do this, so had to make do without!) (8) Level 3 assemblers are too expensive, as are modules in anything except the rocket silo. Most of my base was yellow belts with the odd stretch of red b...
- Mon Mar 25, 2019 10:19 pm
- Forum: Ideas and Suggestions
- Topic: Save custom world presets / Custom map generator presets / Save/load map-exchange-string
- Replies: 78
- Views: 25608
Re: Map generator select start area and preset
Also I would like to have an option to manually select spawn location once you generated the map preview. I could be remembering things incorrectly (it's been months since I recall reading that) but I believe that the seed you use is actually the spawn location. From what I recall reading awhile ba...
- Mon Mar 25, 2019 10:16 pm
- Forum: General discussion
- Topic: [0.17] combinator display unfriendliness
- Replies: 5
- Views: 2159
Re: [0.17] combinator display unfriendliness
Bummer on the "no changes for 0.17". By showing the signals with no values... you can't tell what the combinator is doing by looking at it. I used to have to add a lamp on entry/exit to be able to tell... I guess I still have to :( Well the popup info panel on the right tells you the valu...
- Mon Mar 25, 2019 7:52 pm
- Forum: General discussion
- Topic: [0.17] combinator display unfriendliness
- Replies: 5
- Views: 2159
Re: [0.17] combinator display unfriendliness
I- Were there any changes made to how combinators behave in 0.17? I don't think so, it's always looked the same to me (I've always enabled the option to display the contents). - What exactly do the various types of combinators currently display in 0.17 (with the setting to "display contents&qu...
- Sat Mar 23, 2019 10:19 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 501075
Re: Simple Questions and Short Answers
Hi, Landfill create a normal floor 100% speed, brick is 130% and concrete 140% so the behaviour is normal to go from 100% to 140% No-no-no. Why concrete is placed on top of landfill, but replaces bricks? I think it is simply because landfill is set as unmineable and so instead of replacing the tile...
- Thu Mar 21, 2019 7:49 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 60260
Re: Personal robots prioritizing nearest first
Yeah, I don't think having actual enforced dependencies between steps like that is a good idea even for those cases, because it slows everything down and still isn't guaranteed to do things in the order that you actually want (since different cases might reasonably want different orders). What I thi...
- Thu Mar 21, 2019 3:24 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 60260
Re: Personal robots prioritizing nearest first
The most important case, where power network needed as soon as possible is aggressive laser turret blueprint. It is obvious. Yeah, if you are turret creeping with lasers and robots it's somewhat helpful, but it only really makes a difference if the blueprint you're using is pretty big (multiple pol...
- Tue Mar 19, 2019 9:49 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 60260
Re: priority list for personal robots
I think ghost can be disabled until condition met. I think condition can be checked even if it is more complex than obstruction. I think such conditions should not be on all blueprints. It may be "blueprint option". Yes, I understand it can demand more ticks. But it may be worth it. There...
- Tue Mar 19, 2019 7:37 pm
- Forum: Ideas and Suggestions
- Topic: Have robots send items to nearest storage chest
- Replies: 21
- Views: 4643
Re: Have robots send items to nearest storage chest
That does not appear to be correct. I believe the lines about finding a chest with matching items and filtering are correct, but there's some other logic in there other than 'pick the first chest from the list with an empty slot', as that logic would result in the first storage chest you put down g...
- Tue Mar 19, 2019 6:29 pm
- Forum: Balancing
- Topic: Yellow Inserters are too slow or red ones too fast in 0.17 ?
- Replies: 6
- Views: 2810
Re: Yellow Inserters are too slow or red ones too fast in 0.17 ?
For a new player or someone coming back, it would be very helpful if there is a speed indication for respective inserters in the Game. I know that the calculation seem very complex https://wiki.factorio.com/Inserters . However, a rounded / the worst value indication in my opinion would be enough. T...