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by Aeternus
Wed May 03, 2017 4:57 pm
Forum: Outdated/Not implemented
Topic: Electric Networks Map Lines - Lines not Lining Up
Replies: 16
Views: 11493

Re: Electric Networks Map Lines - Lines not Lining Up

Optionally, you could use Big Poles and Substations only, since those both align to center and center grid, being 2x2 each.
by Aeternus
Wed May 03, 2017 4:52 pm
Forum: Gameplay Help
Topic: Boiler \ coal ratio with 0.15
Replies: 17
Views: 29802

Re: Boiler \ coal ratio with 0.15

Not exactly the same since they doubled the energy capacity of water - so you only need half the pumps now for the same amount of energy. So the rate becomes 1-10-20 on pumps/boilers/engines. A simpler ratio. The only annoying thing I've found is that the boilers are so wide that the early energy ...
by Aeternus
Wed May 03, 2017 4:43 pm
Forum: Energy Production
Topic: Kovarex w/ feedback loop
Replies: 22
Views: 16644

Re: Kovarex w/ feedback loop

Why beaconize these things anyway? Speed modules just speed things up at the cost of significantly more energy usage - energywise it's cheaper to just add another centrifuge. The only modules for Kovarex that make sense now (at leas to me) are a pair of level 2 Efficiency Modules to reduce energy ...
by Aeternus
Wed May 03, 2017 9:11 am
Forum: Ideas and Suggestions
Topic: Deconstruction chest
Replies: 9
Views: 6591

Re: Deconstruction chest

3. Construction chests are IGNORED by logistic robots.

Bad idea. You'll end up manually clearing any non-buildings from them all the time. Any wood, or ore/halffabricates that BulldozeBots picked up from belts or from inside buildings will clog these chests fast. Logistic bots should be able to ...
by Aeternus
Wed May 03, 2017 9:04 am
Forum: Resolved Problems and Bugs
Topic: [15.6][Harkonnen]Reactor doesnt output fuel cell immediately
Replies: 11
Views: 7834

Re: [15.6]reactor doesnt output fuel cell until new is loaded

Not really. The bulk of the energy can be stored thermally in the reactors and heatpipes. They've got a 500 to 1000 degree variance before reactor energy output is wasted, and generally that buffer is more then enough.
by Aeternus
Wed May 03, 2017 7:10 am
Forum: General discussion
Topic: Testing science- and energyefficiency of chained science lab
Replies: 75
Views: 39583

Re: Testing efficiency of chained science labs

7. Construction density when running an internal belt loop is ~15 tiles of space per lab - roughly the same as with presented chained lab complexes.
But you can do more space efficient then proposed:
https://i.imgur.com/LXzG91H.png
And I'm pretty sure someone will come up with a bigger more ...
by Aeternus
Wed May 03, 2017 6:03 am
Forum: Releases
Topic: Version 0.15.6
Replies: 37
Views: 39921

Re: Version 0.15.6

Hmm. A northbound bias in heatpipe heat propagation - that sounds familiar. I recall Harkonnen fixing a similar issue with biter expansion bases, the cause being that if a choice between equal options needed to be made, that choice would not be random. Perhaps this issue is similar?
by Aeternus
Wed May 03, 2017 1:33 am
Forum: Energy Production
Topic: [0.15] 1120 MW Nuclear Design 2x4 reactor 44 tile shore
Replies: 6
Views: 15718

Re: [0.15] 1120 MW Nuclear Design 2x4 reactor 44 tile shore

Here's what I've come up with:
http://www.xs4all.nl/~hendrik0/Factorio/AetyNukePlantFull.png
Since heatpipes can extend any length (as far as I'm aware), this pattern is repeatable as long as you've got room available. 40 MW per row of 10 turbines used, one pump needed per 2 rows. If there's ...
by Aeternus
Wed May 03, 2017 1:03 am
Forum: General discussion
Topic: Does Math Ruin this Game?
Replies: 58
Views: 37877

Re: Does Math Ruin this Game?

I think that the standard cookie-cutter ratios (e.g., 3:2 green circuits in non-marathon, furnace to belt compression, etc.) are just the tip of the iceberg.
P.S. Regarding your comment on a playstyle which involves no calcs - I personally very much dislike not planning stuff out because I find ...
by Aeternus
Wed May 03, 2017 12:51 am
Forum: Energy Production
Topic: Kovarex w/ feedback loop
Replies: 22
Views: 16644

Re: Kovarex w/ feedback loop

Neat pattern RedDagger, that'll go in my blueprint book :)
[Edit] After I tone those Efficiency modules down to the tier 2 ones. 2x tier 2 = 80% consumption reduction, which is the cap. No need to overkill that unless you're using speed in beacons. Also, if you want to automate priming this (since ...
by Aeternus
Tue May 02, 2017 10:27 pm
Forum: Balancing
Topic: Constant reactor fuel usage/cycling (now a discussion)
Replies: 24
Views: 17005

Re: Constant reactor fuel usage/cycling (now a discussion)

Blueprint string:
0eNrtWtuSozYQ/Rc9pmALCSFfKtnnfMC+pbYoDLKtWgxEwCSTKf97BHgGG1qyZHsmm619GZctdNRSnz7qbuYFbfKWV1IUDVq/IJGWRY3Wf7ygWuyKJO9+a54rjtZINPyAPFQkh+5b0aY5T6QveZI2pURHD4ki43+jNT56V2e3MilEe/C3Lc/9lOf52XxiM7/mmd9WvgkntMDJeCoyLv20PGxEkVxuhB6/eogXjWgEH86k//IcF ...
by Aeternus
Tue May 02, 2017 10:22 pm
Forum: Resolved Problems and Bugs
Topic: [15.6][Harkonnen]Reactor doesnt output fuel cell immediately
Replies: 11
Views: 7834

Re: [15.6]reactor doesnt output fuel cell until new is loaded

It's been this way since the reactors were implemented. A reactor will eject a spent fuel cell once it starts consuming one, not after it is done consuming one. Confusing, and yes, it means the "ejected fuel cell" event is less useful for throttling reactors. I'm using the 200 second timer instead ...
by Aeternus
Tue May 02, 2017 9:56 pm
Forum: Implemented Suggestions
Topic: [0.15] Stopping active research
Replies: 4
Views: 2641

Re: [0.15] Stopping active research

It'd be handy, but you can already do so - stop supplying your labs with research items, or just set the labs on a separate power grid so you can kill their power with the flick of a button. But yea, a "no research" button in the List of Technologies that you could switch to would work as well ...
by Aeternus
Tue May 02, 2017 5:33 pm
Forum: Balancing
Topic: Constant reactor fuel usage/cycling (now a discussion)
Replies: 24
Views: 17005

Re: Constant reactor fuel usage/cycling (now a discussion)

But you could try to implement your described method using the two S-R Latches... I would surely take a look at it. I tried to do it in a similar way you described but somehow I just failed.
A jojo as suggested by JimIQ isn't a good idea if the system is continuously strained, priming it for fuel ...
by Aeternus
Tue May 02, 2017 2:05 pm
Forum: Releases
Topic: Version 0.15.6
Replies: 37
Views: 39921

Re: Version 0.15.6

So the uranium mine not pulling in acid was considered a bug after all. Nice, now I can utilize the last 10% of the storage tanks as well for those mines. :)
Keep up the good work devteam. You guys are certainly active. Slightly surprised to see the heatpipe construction direction bias not yet being ...
by Aeternus
Tue May 02, 2017 11:38 am
Forum: Ideas and Suggestions
Topic: Rocket (SILO) Powered Nuclear Strike
Replies: 6
Views: 2728

Re: Rocket (SILO) Powered Nuclear Strike

Sterilize a biter nest from orbit. Reminds me of the Ion Cannon mod, but a clusternuke might be more fun.

[Edit] Though this is quite a nasty grieving option in multiplayer - clusternuking another player's main factory complex would not be nice.
[Edit2] And also there might be a performance issue ...
by Aeternus
Tue May 02, 2017 11:27 am
Forum: Ideas and Suggestions
Topic: Trashcan in the inventory + Drone-slots in personal hangar
Replies: 2
Views: 2816

Re: Trashcan in the inventory + Drone-slots in personal hangar

I'm assuming you are outside of your botnet since you don't just set the wood to auto-trash and let the logistics system worry about the rest... My personal way to deal with it is to drive and toss the excess wood in the cargo hold of the Car. No need to worry about fuel either since the Car can ...
by Aeternus
Tue May 02, 2017 10:49 am
Forum: Combinator Creations
Topic: Pulse generator kludge with belts
Replies: 0
Views: 1977

Pulse generator kludge with belts

For situations where the Circuit Network pulse frequency is wavering so the standard simple pulse generator/clock can't be used: A single item on a looping belt with belt content detection in pulse mode in all the 4 segments.

http://www.xs4all.nl/~hendrik0/Factorio/BeltPulse.png

In this example ...
by Aeternus
Tue May 02, 2017 7:44 am
Forum: Not a bug
Topic: [0.15.5] Blocked miners don't warn if there is no power
Replies: 2
Views: 1334

Re: [0.15.5] Blocked miners don't warn if there is no power

Could be easily resolved by adding a 1KW draw while idle to the electric miners.
by Aeternus
Tue May 02, 2017 7:38 am
Forum: General discussion
Topic: Biters seem MUCH easier in 0.15?
Replies: 25
Views: 13681

Re: Biters seem MUCH easier in 0.15?

I did notice however that if left to their devices, Biter nests start to sprawl, with 20-30 spawners not being an exception. Clearing a nest that size takes some doing... This might be a side-effect of the Rail World map type however, that if biters may not migrate, they'll just form a new nest ...

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