Search found 240 matches
- Tue May 09, 2017 1:57 am
- Forum: General discussion
- Topic: Factorio for IOS fake ?
- Replies: 11
- Views: 10465
Re: Fake iOS Factorio app?
Maybe they licensed it?
- Tue May 09, 2017 1:41 am
- Forum: Gameplay Help
- Topic: trains not loading fast enough
- Replies: 18
- Views: 6692
Re: trains not loading fast enough
you say dont set the condition to iron ore = 0 cause thats never going to happen, but it works reliably when I have it set up. probably only cause im not inputting a full belt (I was actually surprised when it did work) Your train wait condition is working because you've (correctly) used OR and not...
- Tue May 09, 2017 12:23 am
- Forum: Gameplay Help
- Topic: trains not loading fast enough
- Replies: 18
- Views: 6692
Re: trains not loading fast enough
http://steamcommunity.com/profiles/76561198059127103/screenshots/ I have wires going across the chests an into the station. based on what ive been told the issue should simply be that I dont have enough miners going to supply 3 cars. Looks like about ~50 miners (I'm too lazy to count them exactly) ...
- Mon May 08, 2017 4:31 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 867696
Re: 4-way intersection testing: Throughput and deadlocks
Wow, great work.
In terms of throughput / (rails used x space) then it looks like the compact is the best. Still, my favourite is the r-twister because it looks pretty!
In terms of throughput / (rails used x space) then it looks like the compact is the best. Still, my favourite is the r-twister because it looks pretty!
- Mon May 08, 2017 10:43 am
- Forum: Energy Production
- Topic: Nuclear plant blueprint (4 cores)
- Replies: 3
- Views: 8987
Re: Nuclear plant blueprint (4 cores)
Nuclear only? No coal-fired steam pre-heat?
- Mon May 08, 2017 10:41 am
- Forum: Gameplay Help
- Topic: Megabus Lane
- Replies: 12
- Views: 6123
Re: Megabus Lane
Now with this in mind I can better balance the belts. I used to think this was a good idea but I saw a video where a guy pointed out that his base only pulls from one side (most mainbus designs only pull from one side) so there's no need to balance across the all lanes but rather prefer to always p...
- Mon May 08, 2017 8:16 am
- Forum: Balancing
- Topic: Barrels hold too much liquid.
- Replies: 37
- Views: 12431
Re: Barrels hold too much liquid.
They however haven't always been able to stack to 10, it used to be 5. Maybe the solution isn't to change the fluid in a barrel, but instead to change the capacity of the fluid wagon, make it double? Doesn't address OP's third point re yellow belt > pipe. You'd need to enhance pipes to carry more a...
- Mon May 08, 2017 2:50 am
- Forum: Not a bug
- Topic: Bad rounding errors in every number ingame [Please fix!]
- Replies: 14
- Views: 4637
Re: Bad rounding errors in every number ingame [Please fix!]
Uhm, 0.999 would equal 0.9, not 0. But I agree, it would be nice to have a nicer way to count numbers of things. I was recently trying to build a huge solar array, and was dissapointed to see that my blueprint just counted to 1.0k solar panels after I hit that threshold. Measuring in GW his example...
- Mon May 08, 2017 1:45 am
- Forum: Gameplay Help
- Topic: trains not loading fast enough
- Replies: 18
- Views: 6692
Re: trains not loading fast enough
A basic belt carries 13.33 items / sec and an electric mining drill mines 0.525/sec . So you need 13.33/0.525 = 25.4 mining drills to compress a yellow belt. If you have more than 26 miners then increase the belt speed, if you have less than 26 feeding this train station the belt speed isn't the pro...
- Mon May 08, 2017 1:24 am
- Forum: Balancing
- Topic: Barrels hold too much liquid.
- Replies: 37
- Views: 12431
Re: Barrels hold too much liquid.
You make a good case.
- Sun May 07, 2017 4:05 pm
- Forum: Ideas and Suggestions
- Topic: An ability to use multiple types of fuels in vehicles simultaneouslyTo increase their top speed.
- Replies: 2
- Views: 770
Re: An ability to use multiple types of fuels in vehicles to increase their top speed.
Isn't this already in 0.15?
Version 0.15.0HanziQ wrote:Features
- Fuel type now affects vehicle acceleration and top speed.
- Sun May 07, 2017 3:41 pm
- Forum: Ideas and Suggestions
- Topic: "Kovarex Enrichment" needs a rethink -- catalysts!
- Replies: 47
- Views: 16389
Re: "Kovarex Enrichment" needs a rethink -- catalysts!
By using the same inputs and outputs, but in different amounts, it's extremely difficult to determine what's actually surplus, and the design I've been forced to use is messy and requires a fairly ridiculous amount of additional U-235 to ensure that I'm not dipping into my 'seed corn', as it were. ...
- Sun May 07, 2017 3:01 pm
- Forum: News
- Topic: Friday Facts #189 - Specifying the 1.0
- Replies: 169
- Views: 72931
Re: Friday Facts #189 - Specifying the 1.0
Pick something really copper-heavy so that the ratio swings back toward balanced consumption. Of all the suggestions I have read and heard the one I like best is productivity module 1s. Yes copper and modules but why productivity? Speed and efficiency are both needed for power armor so either would...
- Sat May 06, 2017 4:59 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Tech Tree
- Replies: 45
- Views: 51902
Re: Tech Tree
Nice!DaveMcW wrote:Updated for 0.15.5.
- Sat May 06, 2017 3:29 pm
- Forum: News
- Topic: Friday Facts #189 - Specifying the 1.0
- Replies: 169
- Views: 72931
Re: Friday Facts #189 - Specifying the 1.0
"...train and (probably) the spidertron ." What does this mean? I get images of this thing in my head... https://media.giphy.com/media/3oEduVeIgwk80T5Q3K/giphy.gif Please let it be this. Pretty much, yes. https://eu2.factorio.com/assets/img/blog/fff-120-spidertron.gif https://www.factorio...
- Sat May 06, 2017 9:42 am
- Forum: Implemented Suggestions
- Topic: Change UI paradigm from Toolbelt to Toolbar
- Replies: 37
- Views: 17088
Re: Change UI paradigm from Toolbelt to Toolbar
Haven't tried this mod yet (waiting for stable release of 0.15 before upgrading) but it looks promising: This mod will avoid the problem where you pick an item from the quickbar, then pick another item without hitting "Q". The base game behavior leaves the first item in the second item's i...
- Sat May 06, 2017 9:19 am
- Forum: Mods
- Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
- Replies: 38
- Views: 25765
Re: [MOD 0.14] Automatic Belt (and pipe) Planner v0.10.0
Sounds like an excellent mod, wish I had been using it on 0.14 - looking forward to this:
prg wrote:Current release doesn't know about the increased underground belt length of the recent update yet
- Sat May 06, 2017 8:08 am
- Forum: General discussion
- Topic: What programming language Factorio is written in?
- Replies: 38
- Views: 39452
Re: What programming language Factorio is written in?
https://www.factorio.com/presskitProgramming Language: C++
Game Engine: custom (made with dedication)
Modding: using Lua, hundreds of actively developed mods
Level creation: in-game Map Editor + Lua scripting
Detailed machine visuals: based on our 3D models made in Blender
- Sat May 06, 2017 2:47 am
- Forum: News
- Topic: Friday Facts #189 - Specifying the 1.0
- Replies: 169
- Views: 72931
Re: Friday Facts #189 - Specifying the 1.0
A quick comment about the blueprint based gameplay - I think random is an essential part of Factorio. I agree - a whole game mode locked to one map forever seems like a lost opportunity to make such a cool idea even cooler. Maybe there could be a default seed that everyone uses most easily, but let...
- Fri May 05, 2017 5:10 am
- Forum: Modding discussion
- Topic: Factorio API autocomplete extension for Visual Studio Code
- Replies: 11
- Views: 6142