Of course, you're talking about using steam here.
If you're using solar it's a no-brainer, generally. It means that you use much less coal, and hence have to worry about coal deposits running out that much less.
Search found 97 matches
- Sun Nov 16, 2014 11:15 pm
- Forum: General discussion
- Topic: Pollution Electric furnace vs Steel furnace
- Replies: 15
- Views: 16330
- Sun Nov 16, 2014 1:12 am
- Forum: Gameplay Help
- Topic: Change Blueprint ghosts lifetime
- Replies: 14
- Views: 14199
Re: Change Blueprint ghosts lifetime
Set up a train to deliver walls / repair packs?
Or perhaps just an absurdly long conveyer belt.
Or perhaps just an absurdly long conveyer belt.
- Fri Nov 14, 2014 2:41 am
- Forum: Resolved Problems and Bugs
- Topic: [cube][0.11.2] Crash when destroying Roboport
- Replies: 1
- Views: 949
[cube][0.11.2] Crash when destroying Roboport
I'm running Windows x64, if it matters. Anyways. I have a save , that, when I load it and destroy the Roboport immediately in front of me ("Roboport Jagged Edge"), by any means as far as I can tell (shotgun, picking it up normally, making a deconstruction bot pick it up), crashes the game....
- Thu Nov 13, 2014 10:05 pm
- Forum: Ideas and Suggestions
- Topic: Mistakes with the steam turbines/boilers
- Replies: 6
- Views: 2726
Re: Mistakes with the steam turbines/boilers
I would love a mod or a higher tier power production system that was more complex.
- Thu Nov 13, 2014 9:55 pm
- Forum: General discussion
- Topic: Pollution Electric furnace vs Steel furnace
- Replies: 15
- Views: 16330
Re: Pollution Electric furnace vs Steel furnace
by reducing the energy waste with an energy saving module you would in reality be reducing the heat for the furnace, which would hamper production. Except that not all heat in an electric furnace goes to smelting. There's a fair bit of energy loss elsewhere. Think of it like adding a bunch of insul...
- Tue Nov 11, 2014 2:34 am
- Forum: Ideas and Suggestions
- Topic: Wanted: Keypress to take "few" items from stack
- Replies: 9
- Views: 3768
Re: Wanted: Keypress to take "few" items from stack
Here's an idea: use the scroll wheel. Scroll up to dump an item into the thing you're mousing over, scroll down to pick up an item of the type you are holding.
- Fri Nov 07, 2014 12:32 am
- Forum: Ideas and Suggestions
- Topic: Ways to speed up map transferring in multiplayer.
- Replies: 8
- Views: 3613
Re: Ways to speed up map transferring in multiplayer.
You can do one better than that: Use a Merkle tree. (Essentially, you have a n-ary tree, where each (non-leaf) node is labelled with the hash of the labels of its children nodes.) (There's a time versus bandwidth efficiency tradeoff here, as well. For minimal bandwidth use, you want to send only the...
- Mon Nov 03, 2014 4:56 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 319744
Re: A tool to help you optimise your production lines.
Is this still in development? If so: I am getting the following error on startup with 0.11: ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at Foreman.DataCache.InterpretFurnace(String name, LuaTable values) at Foreman...
- Mon Nov 03, 2014 11:47 am
- Forum: Show your Creations
- Topic: 1 Hour Reddit challenge completed.
- Replies: 22
- Views: 12281
Re: 1 Hour Reddit challenge completed.
How many red / red+green techs exist? I guess that's the upper limit for what can be done in 60 minutes. In v0.10 there's 87. So we still have a ways to go there! (Although some of those require later techs as prerequisites.) I actually think the upper limit may be how long the techs take to resear...
- Mon Nov 03, 2014 1:03 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: I made a calculator for all you OCD planners out there
- Replies: 53
- Views: 68640
Re: I made a calculator for all you OCD planners out there
I have a request: Can you please add a feature to combine multiple outputs? Say... I want to make a factory producing 0.7 science pack 1, 2, and 3s a second. For example. Edit: Also, Firefox blocks the mixed content by default - you have to hunt around to make it work. Could you switch to using prot...
- Mon Nov 03, 2014 12:02 am
- Forum: Implemented Suggestions
- Topic: Mine Giant Rock / Mining Boulders
- Replies: 4
- Views: 2212
Re: Boulders is a form of stone
Now here's a thought... We have explosives, yes? Well... What about being able to destroy stones to create a stone deposit using explosives?NeoForce wrote:One thing I was thinking is that boulders is a form of stone so why not create a stone deposit after the boulders are destroyed?
- Sun Nov 02, 2014 11:31 pm
- Forum: Show your Creations
- Topic: 1 Hour Reddit challenge completed.
- Replies: 22
- Views: 12281
Re: 1 Hour Reddit challenge completed.
I usually go up to ~25 burner miners in normal play before teching up to electricity. Slightly off-topic for this discussion, but then again I suppose it is at least tangential: How on earth do you not get swarmed with the pollution production of 25 burner miners in a normal game? Do you suppose ru...
- Wed Oct 29, 2014 2:15 pm
- Forum: Gameplay Help
- Topic: Research resource consumption mechanics?
- Replies: 7
- Views: 10355
Re: Research resource consumption mechanics?
Ah, it's per cycle and without upgrades. That makes more sense. So then the question becomes: what is the average consumption rate of a lab, averaged over all techs that use that science pack? Hmm... I went through, using this spreadsheet, and got ~0.027 science pack 1s / lab / second, on average. (...
- Wed Oct 29, 2014 2:34 am
- Forum: Gameplay Help
- Topic: Research resource consumption mechanics?
- Replies: 7
- Views: 10355
Re: Research resource consumption mechanics?
The number in the http://davemcw.com/factorio/tech-tree/clock-icon.png icon is how many seconds a tech takes to research. Elaborate please. Say I'm researching flight. The research screen says 30 time, 1 red science, 1 green science, x200. What does that mean, exactly? Flight doesn't take 30 second...
- Wed Oct 29, 2014 1:51 am
- Forum: Gameplay Help
- Topic: Research resource consumption mechanics?
- Replies: 7
- Views: 10355
Research resource consumption mechanics?
I'm designing a research pack factory, and I realized that I have no clue as to how research labs consume science packs. I mean - some research consumes more advanced science packs than others, that much is obvious. But how, is my question. So, does anyone know? Given a particular thing to research,...
- Tue Oct 28, 2014 6:43 pm
- Forum: Ideas and Suggestions
- Topic: "Managing" mod licensing
- Replies: 26
- Views: 22194
Re: "Managing" mod licensing
Great solution. One additional suggestion, if I may? I'm not sure how exactly to go about it, but some sort fallback to CC-BY-NC if the mod author has been MIA for, say, 6 months or something, would be something that would be appreciated. I don't think it's legally possible to do that, at least not...
- Tue Oct 28, 2014 3:40 pm
- Forum: Ideas and Suggestions
- Topic: "Managing" mod licensing
- Replies: 26
- Views: 22194
Re: "Managing" mod licensing
Great solution. One additional suggestion, if I may? I'm not sure how exactly to go about it, but some sort fallback to CC-BY-NC if the mod author has been MIA for, say, 6 months or something, would be something that would be appreciated. Having played around with Minecraft mods for a while, I can s...