Search found 240 matches

by AndrewIRL
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/...
by AndrewIRL
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...
by AndrewIRL
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?
by AndrewIRL
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 ...
by AndrewIRL
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...
by AndrewIRL
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...
by AndrewIRL
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...
by AndrewIRL
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...
by AndrewIRL
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...
by AndrewIRL
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...
by AndrewIRL
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...
by AndrewIRL
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?
by AndrewIRL
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...
by AndrewIRL
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

Taipion wrote:This is my previous setup, but also without logistics bots
Nice!
by AndrewIRL
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...
by AndrewIRL
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 ...
by AndrewIRL
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
by AndrewIRL
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...
by AndrewIRL
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 ...
by AndrewIRL
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?

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