Search found 115 matches

by leitk
Thu Oct 19, 2017 5:03 pm
Forum: Mods
Topic: [0.15] Side Inserters & Long Inserters
Replies: 24
Views: 9518

Re: [0.15] Side Inserters & Long Inserters

Is it possible to get the inserters to put more than 2 times the cost of a recipe into an assembler? With enough speed 2x isn't really enough and it doesn't seem like they're going to change the base game.
by leitk
Thu Oct 19, 2017 1:34 pm
Forum: General discussion
Topic: Speed Modules, What are they good for?
Replies: 38
Views: 20066

Re: Speed Modules, What are they good for?

speed modules in beacons can let you save electricity (and UPS) by using fewer assembly machines. And how is that possible? If you compare for a fixed total output (and input) to the assemblers, speed modules in beacons are cheaper in terms of build cost, power (while running), pollution, and size....
by leitk
Thu Oct 19, 2017 12:09 pm
Forum: General discussion
Topic: Speed Modules, What are they good for?
Replies: 38
Views: 20066

Re: Speed Modules, What are they good for?

I think you're asking what is the point of Productivity module 3's (PM3s) in assemblers and speed module 3's (SM3s) in beacons vs just making more assemblers with PM3s. The benefits of beacons are fewer modules total needed, less power (while running), less pollution, and less space required. This a...
by leitk
Thu Oct 19, 2017 11:57 am
Forum: General discussion
Topic: Why use Beacons?
Replies: 17
Views: 33533

Re: Why use Beacons?

Frightning and PacifyerGrey, you are entirely correct and those designs are impressive. But that's exactly why I never looked at beacons before. A big factory needs beacons, but what I didn't realize was that a small factory can greatly benefit from them as well. If you have as few as 4 assemblers w...
by leitk
Wed Oct 18, 2017 10:50 pm
Forum: General discussion
Topic: Why use Beacons?
Replies: 17
Views: 33533

Why use Beacons?

Summary: If you use productivity modules, use speed beacons as well. For a long time I didn't understand the real use of beacons. I thought they were to hyper speed a mega base, and for bases that were designed for rocket a minute. In my case, I'm not often interested in rocket a minute nor mega bas...
by leitk
Fri Oct 13, 2017 12:53 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Web-based Factorio calculator
Replies: 6
Views: 11369

Re: Web-based Factorio calculator

This is a great help. I've been playing on expensive, and I like that it has a setting for that as well. The only problem it that it tells me how much I need to spend to get high tech going, and that's going to be difficult to afford :shock:
by leitk
Mon Oct 09, 2017 1:41 pm
Forum: General discussion
Topic: Is the research "Lab Research Speed" necessary?
Replies: 20
Views: 16319

Re: Is the research "Lab Research Speed" necessary?

Now add 2 productivity 3 modules to each lab (so you need fewer beakers). And speed beacons around them (so you need fewer modules in total).
by leitk
Fri Oct 06, 2017 6:58 pm
Forum: News
Topic: Friday Facts #211 - The little things
Replies: 69
Views: 32767

Re: Friday Facts #211 - The little things

Could you do pipes with a little display only logic for blueprints and ghosts? Check each of the 4 locations around it to see if there is a pipe connection (pipe, assembler input/output, pump, tank, etc). And then there are 16 combinations, 4 three way T's, 2 straights connecting things on opposite ...
by leitk
Wed Aug 30, 2017 4:12 pm
Forum: Balancing
Topic: Why do roboports even have repair pack slots?
Replies: 38
Views: 13145

Re: Why do roboports even have repair pack slots?

If inserters could grab the repair packs (they cannot currently) then you could set up a filter inserter to take them out as needed, the number should also be reported to the circuit network.
by leitk
Sun Jun 25, 2017 5:25 am
Forum: Balancing
Topic: Electric Pole costs
Replies: 18
Views: 13891

Re: Electric Pole costs

The cost of all the power poles in a factory is like 0.01% of the cost of research, modules, sending a rocket, logistings or anything else. The cost is negligable. The power pole you use is the one that is most convinient, not the cheapest. ... Medium poles are superior in every way. They might be ...
by leitk
Sat Jun 24, 2017 10:54 pm
Forum: Balancing
Topic: Electric Pole costs
Replies: 18
Views: 13891

Re: Electric Pole costs

I didn't argue to make things more expensive, just the opposite. If you'd like to point out the relevant factors I'd be happy to see what you have to say, I would certainly appreciate it if I was wrong and one of the other power poles makes sense to use. I do prefer small poles and use them pretty m...
by leitk
Sat Jun 24, 2017 11:29 am
Forum: Balancing
Topic: Electric Pole costs
Replies: 18
Views: 13891

Electric Pole costs

When I first started Factorio I of course built Small electric poles because that's all that was available. Then when I researched medium poles I upgraded to those. But I started to notice the cost of building all those medium poles. Recently I started playing a marathon game and the pole cost becam...
by leitk
Thu Jun 22, 2017 6:14 pm
Forum: Not a bug
Topic: [15.23] Pulse activated inserters do not pick from belts
Replies: 3
Views: 1665

Re: [0.15.23] Circuit Inserter doesn't pick from Belt

Thanks for removing the duplicate. The belt is full, so picking something up shouldn't be an issue of not having something there when the pulse fires. I wouldn't rate this issue as a high priority, just if you're looking at inserters already perhaps this could be looked into as well. There is a work...
by leitk
Thu Jun 22, 2017 5:47 pm
Forum: Not a bug
Topic: [15.23] Pulse activated inserters do not pick from belts
Replies: 3
Views: 1665

[15.23] Pulse activated inserters do not pick from belts

There is still an inconsistent behavior with circuit controlled inserters, they don't pick up items from belts when sent a pulse. The inserters in the upper right loop work fine, the ones in the lower left don't do anything. They're all set to go on (anything > 0). Here is the blueprint: 0eNrlmN2Ooj...
by leitk
Wed Jun 21, 2017 7:27 pm
Forum: Releases
Topic: Version 0.15.22
Replies: 38
Views: 24225

Re: Version 0.15.22

Inserters will no longer drop what they are holding when disabled by the circuit network. (49170) Inserters sent a pulse signal used to not pick up from belts. With this change, they now can pick up from belts, however, they don't let go until the next pulse. They seem to work the way I would expect...

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