Search found 137 matches

by Syrchalis
Wed Jun 07, 2017 10:23 pm
Forum: Resource Spawner Overhaul
Topic: Is there enough oil for megabases?
Replies: 5
Views: 4148

Re: Is there enough oil for megabases?

Technically in theory also minimum %-ages should increase on oil wells as you go away from center. I'm not 100% sure how it is supposed to work so it's possible I didn't add something when spawning entity. Or I misunderstood the whole thing in release notes ;) Oil is supposed to be rare with RSO. V...
by Syrchalis
Wed Jun 07, 2017 5:41 pm
Forum: General discussion
Topic: Beacons fully becomes the trash!
Replies: 23
Views: 10138

Re: Beacons fully becomes the trash!

BlakeMW wrote: I don't disagree with the spirit of this statement, but technically productivity converts energy into items, so it can be meaningfully treated as a coal->items or a uranium->items conversion.
Solar Power.

But yeah, I agree with everything in your post.
by Syrchalis
Wed Jun 07, 2017 5:25 pm
Forum: Gameplay Help
Topic: Red Circuit build question
Replies: 13
Views: 16529

Re: Red Circuit build question

Productivity in the assembler and speed in beacons around it is the way to go. Simplest way is logistics bots naturally. Not got one for fully compressed separate green since I tend to use locam( me and Syrchalis came up with this the other day, which then tiles so can be repeated a suitable number...
by Syrchalis
Wed Jun 07, 2017 5:13 pm
Forum: Ideas and Suggestions
Topic: Rearrange hand craft queue - QOL
Replies: 14
Views: 10356

Re: Rearrange hand craft queue - QOL

If the developers want to limit hand-crafting, they should not make the interface more annoying, but instead make hand-crafting cumbersome in some other way. For example, one could force the player to stand still whenever he does some hand-crafting, because the player must use a stationary hand-cra...
by Syrchalis
Wed Jun 07, 2017 5:07 pm
Forum: General discussion
Topic: Platinum and gold
Replies: 25
Views: 9201

Re: Platinum and gold

Wouldn't mind one additional late-game metal at some point. But other than that I really prefer factory with the limited kinds of resources that we have now - part of why I'm not using any of the 5dim/angel/bob modpacks.
by Syrchalis
Wed Jun 07, 2017 4:20 pm
Forum: Resource Spawner Overhaul
Topic: Is there enough oil for megabases?
Replies: 5
Views: 4148

Re: Is there enough oil for megabases?

RSO seems to spawn a lot less oil spots than vanilla 0.15's rail world setting. Like 10 times less. Setting oil to very high richness, most patches are 2-3 oil spots with a total richness of about 1500% in my testing versus rail world I'd sometimes see 15,000% oil spots with ~20 oil spots. Is that ...
by Syrchalis
Wed Jun 07, 2017 11:03 am
Forum: Resource Spawner Overhaul
Topic: Oil limited to 5-10 (Bug?)
Replies: 4
Views: 2223

Re: Oil limited to 5-10 (Bug?)

Only running Angel's Infinite Ores and before I updated to 3.3.5 (was on 3.3.3) it was working fine with Infinite Ores.

Also note that Angel's Infinite Ores has not gotten an update since, so it's very unlikely to be the cause.
by Syrchalis
Wed Jun 07, 2017 1:53 am
Forum: Ideas and Suggestions
Topic: Rearrange hand craft queue - QOL
Replies: 14
Views: 10356

Re: Rearrange hand craft queue - QOL

Making an interface deliberately annoying and not investing time and resources to make it less annoying are two different things.

Crafting queue has simply not changed and I feel like the devs' reasoning is relatively solid.
by Syrchalis
Tue Jun 06, 2017 10:31 pm
Forum: Resource Spawner Overhaul
Topic: Spawn chance
Replies: 1
Views: 1472

Re: Spawn chance

How do you increase the chance of ores/liquids to spawn in each region, in the old config you could change it but it does not seem like you can do it now. EDIT : Nevermind, found the option to change it but, does like 0.8=80% per region? Yes. 1= 100% I like to use 100% and then adjust region size t...
by Syrchalis
Tue Jun 06, 2017 5:46 pm
Forum: Resource Spawner Overhaul
Topic: Oil near water
Replies: 6
Views: 2490

Re: Oil near water

Nah, it's fine. I just wanted to point it out in case you CAN do something about it.

If not, or too difficult, then it's okay, it barely bothered me enough to make a thread.
by Syrchalis
Tue Jun 06, 2017 5:44 pm
Forum: Resource Spawner Overhaul
Topic: Oil limited to 5-10 (Bug?)
Replies: 4
Views: 2223

Oil limited to 5-10 (Bug?)

So I edited the vanilla.lua but outside starting area there is always 5-10 patches of oil per field/region, no matter what I type in config. Well, if I say min=12 and max=36 there were patches with 12 and even 15, but most still were under 10 (which shouldn't even be possible). The in-game settings ...
by Syrchalis
Tue Jun 06, 2017 3:47 pm
Forum: Resource Spawner Overhaul
Topic: Oil near water
Replies: 6
Views: 2490

Re: Oil near water

It does spawn coal first, but it spreads the oil around the coal then, just like it does with water, which creates these horribly scattered fields.

Image
by Syrchalis
Tue Jun 06, 2017 3:20 pm
Forum: General discussion
Topic: Beacons fully becomes the trash!
Replies: 23
Views: 10138

Re: Beacons fully becomes the trash!

Much more clever disition will be just put a lot of assembling machine in a row with same productivity. Productivity will be same, only size of factory and consumption of electricity will be different. Word "free" is unacceptable in this case. No, free is the very correct term. Productivi...
by Syrchalis
Tue Jun 06, 2017 2:32 pm
Forum: Balancing
Topic: 0.15 Pumpjack gives too much oil.
Replies: 19
Views: 7680

Re: 0.15 Pumpjack gives too much oil.

Sure, if you have 440% Productivity combined with 12 Speed Beacons then a depleted oil well is generating what? 2*(1+4,4)*8=86,4 oil per second which equals to a 864% yield oil patch. Seems pretty okay for 6,76MW of energy, especially considering what raw materials 220x mining productivity must have...
by Syrchalis
Mon Jun 05, 2017 10:26 am
Forum: Resource Spawner Overhaul
Topic: Oil near water
Replies: 6
Views: 2490

Re: Oil near water

Just as a note, it also happens when other resources take up the space. E.g. I had a coal field spawn inside an oil field and it made the oil spread out like that.
by Syrchalis
Mon Jun 05, 2017 10:21 am
Forum: General discussion
Topic: Logistic Network Needs to be smarter
Replies: 44
Views: 16279

Re: Logistic Network Needs to be smarter

First improvement I would put on the list is to make bots not cut corners. While shorter, it makes it impossible to connect outposts to your network, because the robots will not go along the tracks of the train that might have turrets and are secure, but they go the direct route which can get them k...
by Syrchalis
Sun Jun 04, 2017 10:37 pm
Forum: General discussion
Topic: Beacons fully becomes the trash!
Replies: 23
Views: 10138

Re: Beacons fully becomes the trash!

Beacons cause assembly machines to have a worse energy to item ratio, but it's not as bad as you might think. Even calculating in the beacons energy consumption and the increase they cause in the assembly machines you end up with maybe 3 times the energy per item, but over 6 times the throughput. Yo...
by Syrchalis
Sun Jun 04, 2017 9:19 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Red Circuit Build (stackable, belts)
Replies: 1
Views: 7307

Red Circuit Build (stackable, belts)

Alright, this is my first post in this section. I've been playing Factorio for many hours now and while I built some pretty nice things, either because they were very clean or effective, I generally find something better if I google for a bit. Now, this is probably not THE one perfect solution eithe...
by Syrchalis
Sat Jun 03, 2017 9:50 pm
Forum: Resource Spawner Overhaul
Topic: [Problem] RSO Resource Gen.
Replies: 16
Views: 7793

Re: [Problem] RSO Resource Gen.

That would help quite a bit already I think.
by Syrchalis
Sat Jun 03, 2017 12:42 pm
Forum: Balancing
Topic: Balance Barreling + Fluid Transport
Replies: 39
Views: 13759

Re: Balance Barreling + Fluid Transport

I think all that needs to be done is fluid wagons to be lighter. 3 of them slow down a train so much, while 4 cargo wagons have a negligible impact on the speed of the train. The reduced effort and neatness of fluid wagons is what makes me use them, plus the fast unloading. Otherwise the balance see...

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