Search found 240 matches
- Mon May 15, 2017 4:19 am
- Forum: Minor issues
- Topic: [0.15.3] Inconsistent fluid behavior, build order dependent
- Replies: 3
- Views: 2580
Re: [0.15.3] Inconsistent fluid behavior, build order dependent
How are you getting the heavy oil drums into the assembly at the centre bottom?
- Mon May 15, 2017 1:11 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 880612
Re: 4-way intersection testing: Throughput and deadlocks
Note that the right hand turns only have a chain signal at the end of the path. This means a train must PASS this signal before the strait path will open. By placing a signal at the start of the right hand turn the train only needs to clear the turn to open the path again. Makes sense. It doesnt sa...
- Sun May 14, 2017 10:01 am
- Forum: Gameplay Help
- Topic: Train physics made simple
- Replies: 5
- Views: 8395
Re: Train physics made simple
I asked aaargha and he responded. Apparently rocket fuel is the great equalizer and a 2-4-0 train will hit the same top speed as a 1-4-1 although it does accelerate a bit slower. Weaker acceleration would negatively affect throughput but not nearly as dramatically. However aaargha does point out tha...
- Sun May 14, 2017 9:53 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 880612
Re: 4-way intersection testing: Throughput and deadlocks
I don't know which version those numbers are from but in 0.15.10 both setups have a top speed of 298.1 km/h when rocket fuelled, the 1-4-1 just takes longer to get there. I got the numbers from here: https://www.reddit.com/r/factorio/comments/3oavpk/trains_and_ratio_of_wagonslocomotives/ One year o...
- Sun May 14, 2017 5:46 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 880612
Re: 4-way intersection testing: Throughput and deadlocks
This is great work! :D Throughput testing Here we use a simulated high traffic situation with trains coming and going in all directions. For the test we're using 24 fully upgraded 2-4 trains running on rocket fuel. I was wondering how throughput would be affected with 1-4-1 trains. In theory the low...
- Sun May 14, 2017 5:20 am
- Forum: Gameplay Help
- Topic: Train physics made simple
- Replies: 5
- Views: 8395
Re: Train physics made simple
If we could get our hands on aaargha's save game for this testing:
4-way intersection testing: Throughput and deadlocks
We could run 1-4-1 trains through it, compare the 15 minute count and see a factor of 3 or 4 difference?
I'm going to message aaargha and see if he can be convinced to test it.
4-way intersection testing: Throughput and deadlocks
We could run 1-4-1 trains through it, compare the 15 minute count and see a factor of 3 or 4 difference?
I'm going to message aaargha and see if he can be convinced to test it.
- Sat May 13, 2017 7:19 pm
- Forum: Gameplay Help
- Topic: Train physics made simple
- Replies: 5
- Views: 8395
Re: Train physics made simple
So we get semi-regular questions on these boards asking about train throughput and wagon versus loco count, 1-way versus 2-way, etc. Disappointingly, you don't directly address the 1-way versus 2-way question. An interesting observation is that, for 1-way, the 1-to-2 loco-to-wagon rule is actually ...
- Sat May 13, 2017 7:42 am
- Forum: Spread the Word
- Topic: The Five Highest Rated Games On Steam
- Replies: 3
- Views: 22298
Re: The Five Highest Rated Games On Steam
Excluding DLC Factorio placed second. Wow!
- Fri May 12, 2017 1:32 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: I have sent over 50,000 satellites.
- Replies: 41
- Views: 29953
Re: [0.14] Over 1000 rockets fired.
Your base is far more epic than any of mine have ever been. Come to think of it, probably bigger than all the factories I've built in different games combined! You could have pretty much halfed your reactor build if you would have used them in a 2x2 configuration or bigger. Its actually best to make...
- Fri May 12, 2017 9:49 am
- Forum: Gameplay Help
- Topic: What type of train network to build around? (train size)
- Replies: 10
- Views: 6806
Re: What type of train network to build around? (train size)
You can't get ratio of 2 with double header trains, since for every locomotive you add on one side you need to attach another locomotive on the other side to pull it in opposite direction and keep ratio of 2. LL-CC-LL = LL-CCCCCC, wich has ratio of 3. Went searching for a source on this and found: ...
- Fri May 12, 2017 7:12 am
- Forum: Balancing
- Topic: Is mining productivity research worth it?
- Replies: 9
- Views: 23360
Re: Is mining productivity research worth it?
30% from 3 Productivity Module 3's. Sure, it'll mine slower, but if you're sprawling across multiple mining fields, you shouldn't worry too much about mining speed. Just add more electric miners to keep the flow going. One productivity module on one miner gives you 10% extra resources, sure. But it...
- Fri May 12, 2017 5:41 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Dude, where's my car?
- Replies: 6
- Views: 2748
Re: [Request] Dude, where's my car?
Or, as soon as I get out, automatically pick the car up and put it into inventory so I know where it is all the time!
Doesn't work if car's inventory is full.
Doesn't work if car's inventory is full.
- Fri May 12, 2017 5:39 am
- Forum: Gameplay Help
- Topic: Detecting vehicles?
- Replies: 3
- Views: 2135
Re: Detecting vehicles?
Here's a video by Gepwin: Factorio short circuits: Foolproof Crosswalk (Youtube) which demonstrates how to detect things (players) crossing train tracks. It can detect trains and players and make sure only one can be on the track at once - making a safe rail crossing. However it should also detect c...
- Fri May 12, 2017 5:28 am
- Forum: General discussion
- Topic: Nuclear power start before Kovarex math
- Replies: 10
- Views: 5826
Re: Nuclear power start before Kovarex math
Attacking it from a different angle. Let's say you want to get Kovarex up and running in one hour. To do that you need 31 miners and 16 centrifuges. One hour later you'll have processed 57600 ore (centrifuge bottleneck) and have your 40 U235. Simple enough. But what if you ran Nuclear at the same ti...
- Fri May 12, 2017 3:59 am
- Forum: General discussion
- Topic: Nuclear power start before Kovarex math
- Replies: 10
- Views: 5826
Re: Nuclear power start before Kovarex math
Off by a factor of 10x well that won't change much damn it!cbhj1 wrote:there are a couple points for the math.
1. you get 10 cells per U235 - 80GJ total
- Fri May 12, 2017 3:18 am
- Forum: Gameplay Help
- Topic: What type of train network to build around? (train size)
- Replies: 10
- Views: 6806
Re: What type of train network to build around? (train size)
wondering if i should build it with only a locomotive on one side, or one on each side. Edit: Updated since one Loco = 2xCargo as pointed out by Dimanper In the game code, locomotives have a weight of 2000, and cargo wagons 1000 regardless of what's IN either. Every unit has a "friction" ...
- Fri May 12, 2017 3:03 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Alert when train out of fuel
- Replies: 4
- Views: 1567
Re: [Request] Alert when train out of fuel
This is not exactly what you asked for but maybe an alternative way to get the desired result? When a train needs refueling, the station will be added to the end of the schedule. So plan for that by making the last station in the schedule close to a reachable refuelstation. (I tend to have the stati...
- Fri May 12, 2017 2:45 am
- Forum: General discussion
- Topic: Nuclear power start before Kovarex math
- Replies: 10
- Views: 5826
Nuclear power start before Kovarex math
Edit based on feedback from cbhj1 where he pointed out a huge flaw in my math. Assuming you have a 2x2 nuclear (neighbour bonus) which you want to run with a 50% duty cycle and steam storage. You need 80MW worth of fuel to power it. Each fuel cell is 8GJ so you need a fuel cell every 8GJ/80MW = 100 ...
- Fri May 12, 2017 1:17 am
- Forum: Combinator Creations
- Topic: Count-perfect flow limiter (needs review)
- Replies: 9
- Views: 5518
Re: Count-perfect flow limiter (needs review)
http://imgur.com/O5gbgYL.gif Sure, I went ahead and put one together for you. It only needs to compare lane population, it doesn't care about multiplication or timing. 0eNrVVlFvmzAQ/ivTPU4wAYE046EPlfYrpgoZuDQngY1sEy2K+O87w0ZTQteQdUr3ArLP/u78fec7HyGvWmw0SQvpEahQ0kD6/QiGnqSo3Jw9NAgpkMUaPJCidqOtMNa3Wk...
- Fri May 12, 2017 1:01 am
- Forum: General discussion
- Topic: uranium fuel value (math!)
- Replies: 10
- Views: 4614
Re: uranium fuel value (math!)
@andrew, as for the energy cost, both fuel value and "crafting time" is divided by 10, so the ratio stays the same. The main effect is dividing the time, the end result of all your math, by 10. Your previous operational hours made Nuclear seem wildly OP. Now it merely seems regular OP! :l...