Search found 63 matches

by ejg
Wed Apr 04, 2018 5:44 pm
Forum: Duplicates
Topic: Minor inconsistency when using prod module in centifuge
Replies: 0
Views: 534

Minor inconsistency when using prod module in centifuge

When trying to use a production module in a centrifuge with the recipe set to 'nuclear fuel' one receives the message: "Productivity modules are only usable on intermediate products" while nuclear fuel is listed as intermediate product (of course it isn't since nothing uses it but then it ...
by ejg
Tue Apr 03, 2018 10:58 am
Forum: Gameplay Help
Topic: Train physics
Replies: 3
Views: 1527

Train physics

Does anyone know where I can find the exact train physics (formula's) factorio is using the calculate the speed, acceleration, braking distance etc.? I only have found a lot of empirical stuff but no actual formula's describing the physics currently used.
by ejg
Thu Mar 22, 2018 7:16 am
Forum: Balancing
Topic: Reduce stack size of shells in artillery wagon to ~40
Replies: 16
Views: 5598

Re: Reduce stack size of shells in artillery wagon to ~40

The artillery turret feels like pointless clutter more than anything. Has anyone even built more than 1 just to see the pretty graphics? When a player needs artillery support, why bother filling stationary turrets with ammo wagons? You can bring in the artillery wagon and kill two birds with one st...
by ejg
Wed Mar 14, 2018 5:41 pm
Forum: Balancing
Topic: Reduce stack size of shells in artillery wagon to ~40
Replies: 16
Views: 5598

Re: Reduce stack size of shells in artillery wagon to ~40

What I mean is: What happens when you send a train to a stop with "Inactivity: 30s". Will it stay at the stop as long as the gun fires at aliens? Yes it does. Why bother with the static guns at all to be honest? Just plop a few stations here and there, a dualhomed 2 gun artillery wagon......
by ejg
Tue Mar 13, 2018 10:20 am
Forum: Balancing
Topic: Reduce stack size of shells in artillery wagon to ~40
Replies: 16
Views: 5598

Re: Reduce stack size of shells in artillery wagon to ~40

Why do artillery wagons need shells (more than the current one) anyway? Why not have them draw shells from adjoining wagons? There could be a special ammo car too and artillery could draw shells from any unbroken chain of connected ammo cars. Just like tanks draw shells from their trunk. I think an...
by ejg
Mon Mar 12, 2018 12:49 pm
Forum: Balancing
Topic: Reduce stack size of shells in artillery wagon to ~40
Replies: 16
Views: 5598

Reduce stack size of shells in artillery wagon to ~40

To protect the outskirts of the base it is nice to build artillery outposts immediately killing expanding biters coming into range. However, instead of building artillery turrets and supplying these with cargo wagons filled with artillery shells it is more convenient to refill the turrets by sending...
by ejg
Tue Feb 06, 2018 7:19 am
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 78234

Re: Friday Facts #228 - High resolution turrets

As pictured in the action movie, the laser turrets on cliffs should have a wider range or more destructive power as placed on flat ground. This would add a use for cliffs. Range and impact by altitude only comes into play with projectiles affected by gravity obviously (e.g. Arrows and such.). Laser...
by ejg
Fri Jan 12, 2018 12:22 pm
Forum: Duplicates
Topic: [0.16.16] Blueprint circuit network wires bug
Replies: 5
Views: 2073

Re: [0.16.16] Blueprint circuit network wires bug

I think blue prints place all wires for free (both circuit and power). This is intended behaviour I think.

viewtopic.php?t=29014
by ejg
Wed Jan 10, 2018 8:16 pm
Forum: Duplicates
Topic: [16.16] Inserter add/remove modules from beacon?
Replies: 1
Views: 783

[16.16] Inserter add/remove modules from beacon?

I don't know if this is intended behaviour but inserters add/remove modules from Beacons. I think this is very annoying (when rotating inserters near beacons for instance).

Kind regards.
by ejg
Wed Jan 10, 2018 8:06 pm
Forum: Duplicates
Topic: [16.16]Blueprint shows incorrect fluid connection on factory
Replies: 3
Views: 1290

[16.16]Blueprint shows incorrect fluid connection on factory

Blueprint seems to show incorrect fluid connection on factory, see attachment. I think the blue arrow should only be on the fluid connection of the factory?
by ejg
Wed Jan 10, 2018 2:37 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 412
Views: 243987

Re: Performance optimization - post your saves

Artillery auto-targeting? Artillery targeting has a fixed cost per artillery piece that's active (which isn't that high). Biter movement and attacking is what's expensive and will be triggered by artillery shooting at them. When I added artillery to my border (before removing them again), they were...
by ejg
Mon Jan 08, 2018 7:07 am
Forum: Not a bug
Topic: [16.15] Arty turrets seem to cause huge performance hit.
Replies: 12
Views: 3600

Re: [16.15] Arty turrets seem to cause huge performance hit.

I don't think this is correct behaviour. The artillery was no longer auto firing and waiting some longer should stop the attacks at some point (since only hitting a base triggers the biters to attack?). I did not experience a recovery of the UPS while there were no more attacks on the artillery. It ...
by ejg
Sun Jan 07, 2018 9:06 pm
Forum: Not a bug
Topic: Logistics Trash Slots - CTRL or SHIFT (left/right) Click
Replies: 2
Views: 902

Re: Logistics Trash Slots - CTRL or SHIFT (left/right) Click

Not a bug but intended behaviour I think. Only intermediates bulk-trash that way, everything you can place doesn't and has to go via autotrash or manually.
by ejg
Sun Jan 07, 2018 4:46 pm
Forum: Not a bug
Topic: [16.15] Arty turrets seem to cause huge performance hit.
Replies: 12
Views: 3600

[16.15] Arty turrets seem to cause huge performance hit.

Building more artillery seems to decrease the UPS drastically (range research level 4). None of the turrets were firing automatically. Attached please find two saves, 1 with arty bases, 1 without. The entity update time goes down from ~20 ms to about ~7 ms when arty turrets are removed. Meaning the ...
by ejg
Thu Jan 04, 2018 8:41 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.13] Bot dispatch too slow for iron plates (among others)
Replies: 14
Views: 9258

Re: [Rseding91] [16.13] Bot dispatch too slow for iron plates (among others)

Confirmed. Game is unplayable for me at the moment due to this.
by ejg
Sat Dec 30, 2017 12:38 am
Forum: Resolved Problems and Bugs
Topic: [16.9] Save hangs system
Replies: 15
Views: 12923

Re: [16.9] Save hangs system

Can we use the saves with corrupted chests or do I need to take an older save before they were corrupted?
by ejg
Sat Dec 30, 2017 12:21 am
Forum: Resolved Problems and Bugs
Topic: [16.9] Save hangs system
Replies: 15
Views: 12923

Re: [16.9] Save hangs system

Saving map _autosave2 with a fully black bar here. I can still open and close the map (m) but my friend dropped from the game. I do see him disconnecting though (Wackerstamfer left the game). I do use TeamSpeak 3 and play the game via Steam. After I open the latest autosave game all requester chests...
by ejg
Fri Dec 29, 2017 10:24 pm
Forum: Resolved Problems and Bugs
Topic: [16.8] Logistics network not detected by passive provider
Replies: 12
Views: 4617

Re: [16.8] Logistics network not detected by passive provider

Only requester chests in this specific logistic network seem to suffer from the problem.

I have attached the map version from version 16.7-4. Unfortunately not all chests were built there yet and the map does not reproduce the bug when opened in 16.9.

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