Search found 240 matches
- Thu May 11, 2017 5:07 pm
- Forum: General discussion
- Topic: uranium fuel value (math!)
- Replies: 10
- Views: 4600
Re: uranium fuel value (math!)
https://wiki.factorio.com/images/thumb/Uranium_ore.png/16px-Uranium_ore.png = .007 https://wiki.factorio.com/images/thumb/Uranium-235.png/16px-Uranium-235.png + .993 https://wiki.factorio.com/images/thumb/Uranium-238.png/16px-Uranium-238.png ∴ https://wiki.factorio.com/images/thumb/Uranium_ore.png/...
- Thu May 11, 2017 2:12 pm
- Forum: Balancing
- Topic: Is mining productivity research worth it?
- Replies: 9
- Views: 23334
Re: Is mining productivity research worth it?
If I can get 16M ore out of a 10M field, I can worry about that other 6M field much later in the game. I see your point, research now can extend the life of your nearby ore field but your numbers are far too high. The achievable bonus early game is much lower than you've suggested. To get 16M ore f...
- Thu May 11, 2017 1:29 pm
- Forum: General discussion
- Topic: uranium fuel value (math!)
- Replies: 10
- Views: 4600
Re: uranium fuel value (math!)
Nice post, I like all the little inline icons.
Did you account for the energy cost of running the centrifuges or is it negligible?
Did you account for the energy cost of running the centrifuges or is it negligible?
- Thu May 11, 2017 12:01 pm
- Forum: General discussion
- Topic: When you're making a factory, where do things most commonly go into grinding halt for you?
- Replies: 17
- Views: 5731
Re: When you're making a factory, where do things most commonly go into grinding halt for you?
Well first you notice that your oil patch is dried up so you build more Then you note your labs aren't consuming packs fast enough so you build more Then you see that green science is a bottle neck so you build more Then you see that your copper line can't keep up so you build more Then you realize ...
- Thu May 11, 2017 11:48 am
- Forum: Balancing
- Topic: Is mining productivity research worth it?
- Replies: 9
- Views: 23334
Is mining productivity research worth it?
Edit: The answer is yes, it is worth it after redoing the math. Seems well balanced. According to this tech tree: http://davemcw.com/factorio/tech-tree/ Mining productivity 1 - 100 red, 100 green = 750 Iron, 250 Copper Mining productivity 2 - 200 red, 200 green = 1500 Iron, 500 Copper Mining product...
- Thu May 11, 2017 9:55 am
- Forum: Gameplay Help
- Topic: trains not loading fast enough
- Replies: 18
- Views: 6820
Re: trains not loading fast enough
i believe Mining productivity research has made your numbers obsolete. Since every research basically increases the mining speed. Better to calculate by belt and place as many miners as possible, they will run out eventually and ones that didn't have work will start then. The numbers are also off i...
- Thu May 11, 2017 4:31 am
- Forum: Gameplay Help
- Topic: What are the most Up-To-Date Priority Splitter Designs?
- Replies: 9
- Views: 9951
Re: What are the most Up-To-Date Priority Splitter Designs?
Essentially, for as long as the feeding belt is only partially filled, low-priority belt will always stay frozen and entire traffic will move into the prioritized belt. When feeding belt is compressed, low-priority belt will periodically unfreeze, leaking some of the items through. If priority belt...
- Thu May 11, 2017 4:15 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 879501
Re: 4-way intersection testing: Throughput and deadlocks
It's interesting how much worse the roundabout is compared to a simple compact intersection. Despite that, I have seen in many threads players promoting roundabouts as the best and only way to do 4-way intersections. Is there some benefit of a roundabout (apart from being able to reverse) that is n...
- Thu May 11, 2017 2:44 am
- Forum: Gameplay Help
- Topic: What are the most Up-To-Date Priority Splitter Designs?
- Replies: 9
- Views: 9951
Re: What are the most Up-To-Date Priority Splitter Designs?
AFAIK this is the state of the art for a priority splitter: HOW TO ACTUALLY USE A MAIN BUS PROPERLY - The Priority Splitter 2 - Factorio Tutorial a Youtube video by Steejo published on 19 Sep 2016. It includes a variant created by a Factorio dev (but the core concept is the same as Steejo's just rot...
- Thu May 11, 2017 2:21 am
- Forum: Fan Art
- Topic: Lego Diesel Locomotive! (Motor + LED)
- Replies: 18
- Views: 17254
Re: Lego Diesel Locomotive! (Motor + LED)
That looks great. I want this. How many people have to vote to make lego consider it? OP can upload it to https://rebrickable.com/mocs/ immediately and people can buy the "kit" from rebrickable's parts partners. If you want to submit to Lego Ideas (external link) then you need 10,000 supp...
- Thu May 11, 2017 2:12 am
- Forum: Ideas and Suggestions
- Topic: Train Length Lookahead Signal
- Replies: 23
- Views: 7483
Re: Train Length Lookahead Signal
I suspect that it might be possible to do this without adding a third type of signal. Instead, you could change the behavior of existing chain signals, so that they would keep chaining until they had reserved enough consecutive normally-signaled segments to fit the train, instead of stopping at the...
- Thu May 11, 2017 1:25 am
- Forum: Ideas and Suggestions
- Topic: Make underground belts/pipes use belts/pipes directly
- Replies: 3
- Views: 952
Re: Make underground belts/pipes use belts/pipes directly
Yes, this would make the belt costs more realistic per unit distance but would it really do much to enhance the gameplay?
- Thu May 11, 2017 1:19 am
- Forum: Releases
- Topic: Version 0.15.10
- Replies: 90
- Views: 53435
Re: Version 0.15.10
On a side note that's it, that's all the disappointments I can take for a major version. See you guys around 0.16. Come on MeduSalem, we all know you love Facotorio and are super active (Posts: 1034) on the boards. Calm down, take a deep breath. Breaking changes are annoying but, to be fair, the de...
- Thu May 11, 2017 1:08 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Circular Kovarex Enrichment Setup
- Replies: 43
- Views: 111688
Re: Circular Kovarex Enrichment Setup
Nice!Taipion wrote:This is my previous setup, but also without logistics bots
- Wed May 10, 2017 10:46 am
- Forum: Balancing
- Topic: Barrels hold too much liquid.
- Replies: 37
- Views: 12621
Re: Barrels hold too much liquid.
Yes, it is true that empty barrels do mean that every round trip is half fluid and half empty barrels. But that's true of fluid wagons too - half of every round trip is going to be an empty fluid wagon. I think you misunderstood Tev. He/She didn't mean sending back empty cargo wagons, but instead u...
- Wed May 10, 2017 9:02 am
- Forum: Balancing
- Topic: Barrels hold too much liquid.
- Replies: 37
- Views: 12621
Re: Barrels hold too much liquid.
you have to reserve half the capacity to empty barrels with filters (the easy solution, making it at least comparable in setup costs with fluid wagons) or with another wagon, which makes you carry less fluid per wagon, making the entire argument moot. This is the second or third (?) time I've seen ...
- Wed May 10, 2017 5:48 am
- Forum: Energy Production
- Topic: Nuclear Power Controlable use
- Replies: 3
- Views: 2663
Re: Nuclear Power Controlable use
Those heat pipes look quite long. No problems there?
[0.15.1] Non-Conducting heat pipes after 60 tile
[0.15.1] Non-Conducting heat pipes after 60 tile
- Wed May 10, 2017 5:30 am
- Forum: Combinator Creations
- Topic: Count-perfect flow limiter (needs review)
- Replies: 9
- Views: 5515
Re: Count-perfect flow limiter (needs review)
Short version You have a flow limiter, can you make a flow detector and hook the two together in order to limit the flow on belt A to match the flow on belt B? So here's my problem I have a smart furnace which smelts copper and iron both. But sometimes the consumption of one or the other isn't fast...
- Wed May 10, 2017 2:31 am
- Forum: Ideas and Suggestions
- Topic: Short then incremental handcrafting time
- Replies: 6
- Views: 2263
Re: You know what I think..
I believe core of the game is automation, recipes are balanced so early crafting by hand is feasible to allow for initial automation setups. Late game crafting is set up so that hand crafting is impractical to encourage automation as high up the tech tree as possible.Your suggestion seems to break ...
- Tue May 09, 2017 4:57 pm
- Forum: Railway Setups
- Topic: Railyard prototype
- Replies: 4
- Views: 4855
Re: Railyard prototype
Cool mod and the video shows clearly what it does. I assume it can't work with a single locomotive because of the limitations on automatic reversing to stations?