Search found 171 matches

by Nich
Wed May 03, 2017 5:41 pm
Forum: General discussion
Topic: Testing science- and energyefficiency of chained science lab
Replies: 74
Views: 25495

Re: Testing efficiency of chained science labs

12 becons and 4 in the machine give 1600% speed

.5 / (1.25*17) = .0235

at 2300% bonus speed is the range where you get into the tick production

fixed*
by Nich
Wed May 03, 2017 4:22 pm
Forum: General discussion
Topic: Does Math Ruin this Game?
Replies: 58
Views: 25262

Re: Does Math Ruin this Game?

... What really ruins the game is when others post their builds which are nearly perfect and there is nothing left for me to improve. Now I am stuck using that design as I can think of anything better. ... You could resolve to only use your own designs, that's what I do. It doesn't have to be bette...
by Nich
Wed May 03, 2017 3:52 pm
Forum: General discussion
Topic: Testing science- and energyefficiency of chained science lab
Replies: 74
Views: 25495

Re: Testing efficiency of chained science labs

Oh wow I never thought about the tick limit.

I am assuming you can still produce 2 copper wire in 1 tick?

What happens as you approch this limit. I.e. 1.5 tick craft time? do you get 2 crafts every 3 ticks or 2 every 4 ticks?
by Nich
Tue May 02, 2017 8:04 pm
Forum: General discussion
Topic: Testing science- and energyefficiency of chained science lab
Replies: 74
Views: 25495

Re: Testing efficiency of chained science labs

I am really confused all this setup changes is the number of requester chests required. You still need just as many robots to transport science packs and there average distance traveled will be about the same since they are in the middle of the grouping.
by Nich
Tue May 02, 2017 4:05 pm
Forum: General discussion
Topic: 0.15 comments:
Replies: 4
Views: 2414

Re: 0.15 comments:

I love mini bases. I yellow belt of copper and iron was all I used to launch a rocket in 0.14

That simply is not as practical now as the new science is way more expensive. My new mini base is going to have to start with a standard 4 copper 4 iron and 1/2 of stone
by Nich
Tue May 02, 2017 3:49 pm
Forum: General discussion
Topic: Does Math Ruin this Game?
Replies: 58
Views: 25262

Re: Does Math Ruin this Game?

Watching KOS play her new marathon map you can clearly see how punishing over building can be. Let me ask you this would you build 8 smelting stacks to feed 1 gear machine? how about 1 smelter? No because clearly one is over feed and one is under feed. In the same way you can get is close by eyeball...
by Nich
Tue May 02, 2017 3:40 pm
Forum: General discussion
Topic: There Is No Spoon
Replies: 3
Views: 2372

Re: There Is No Spoon

Ya the new science is VERY expensive. I tore out my original base to just start with 9 smelting columns.
by Nich
Tue May 02, 2017 3:37 pm
Forum: General discussion
Topic: White Science Pack?
Replies: 3
Views: 6752

Re: White Science Pack?

GGAAAHHHHH spolier tags :P

I knew I should have played more, my fault for looking at the thread though when I had not done any white science packs
by Nich
Mon May 01, 2017 3:27 pm
Forum: Railway Setups
Topic: [0.15.x] Load Resources from Mines on Request
Replies: 11
Views: 8358

Re: Load Resources from Mines on Request

Very nice, and yes I also love the challenges with limited parts
by Nich
Mon May 01, 2017 2:18 pm
Forum: General discussion
Topic: Dealing with Trees
Replies: 8
Views: 4408

Re: Dealing with Trees

In the spirit of automation we need a very early game coal powered tree harvester that tears down trees marked for deconstruction and a mid level "requester chest" that can only request trees.
by Nich
Mon May 01, 2017 2:09 pm
Forum: General discussion
Topic: Took me a while to realize (ore mines and train stations)
Replies: 2
Views: 1741

Re: Took me a while to realize (ore mines and train stations)

Ha ha I was just thinking the same thing
by Nich
Mon May 01, 2017 2:07 pm
Forum: General discussion
Topic: Biters seem MUCH easier in 0.15?
Replies: 25
Views: 9652

Re: Biters seem MUCH easier in 0.15?

I feel like the rate at which biters spread has been decreased. And the additional HP makes 2 shots a lot less likely but other then that they feel about the same
by Nich
Fri Apr 28, 2017 7:54 pm
Forum: General discussion
Topic: Does Math Ruin this Game?
Replies: 58
Views: 25262

Re: Does Math Ruin this Game?

But the real questions is what is the optimal number of fish farms for the fish bus
by Nich
Fri Apr 28, 2017 2:52 pm
Forum: General discussion
Topic: Does Math Ruin this Game?
Replies: 58
Views: 25262

Re: Does Math Ruin this Game?

I think factorio has 3 levels of replayability 1. Just throwing down stuff and making it work 2. Playing enough that you "know" where bottle necks are going to appear and basic ratios memorized 3. Setting a goal "1 rocket per minute" or "self contained blue chip factory"...
by Nich
Fri Apr 28, 2017 2:32 pm
Forum: General discussion
Topic: Autopilot building
Replies: 2
Views: 1144

Autopilot building

So I am about 3.5 hours into 15.2 and I get my 24 blue science set up. Yet it is not working. I pick up all the inserters and replace them. Still not working. I pick up all the AMs and replace. STILL not working. I check the power and it is all fine. FINALLY I check the recipe to see what I am missi...
by Nich
Mon Apr 24, 2017 4:24 pm
Forum: General discussion
Topic: Is 20 the final price?
Replies: 13
Views: 5452

Re: Is 20 the final price?

I have to applaud you guys for keeping the price low. While disappointed I essentially paid full price I have to agree the bigger the community the better the game. The better the game the bigger the community will get i.e. positive feedback loop.
by Nich
Mon Apr 24, 2017 4:17 pm
Forum: General discussion
Topic: Getting rid of alien artifacts is a bad idea
Replies: 74
Views: 27440

Re: Getting rid of alien artifacts is a bad idea

Biter clearing is easily semi-automatable

10,000 power poles in a grid
10,000 lasers in a grid
robot ports in a grid

blueprint and spam

Makes sure you have enough power
by Nich
Thu Apr 20, 2017 6:55 pm
Forum: General discussion
Topic: Are trains really more efficient than belts?
Replies: 31
Views: 16826

Re: Are trains really more efficient than belts?

Spread sheet or it didnt happen
by Nich
Fri Apr 14, 2017 1:30 pm
Forum: Combinator Creations
Topic: Switch off radar when accumulators are decreasing
Replies: 3
Views: 3455

Re: Switch off radar when accumulators are decreasing

Dont forget you also need to account for power > 10% and increasing otherwise they could turn off and not turn back on unless you drain enough power to get below 10%
by Nich
Wed Apr 05, 2017 1:43 pm
Forum: General discussion
Topic: Unsolved mysteries
Replies: 18
Views: 7656

Re: Unsolved mysteries

The problem I see is factorio is very deterministic. Statistics needs more randomness doesn't it?

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