Search found 115 matches
- Mon Nov 13, 2017 5:10 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Laser turrets without spending drain energy
- Replies: 31
- Views: 34501
Re: Laser turrets without spending drain energy
OK, this one works, I copied Powerad's logic, but took out the S/R latch because I wanted there to be 15 seconds of peace before turning things off. 0eNrVlsGOmzAQht/FxxZWmJikQe0pr9BbtUIOOBtL2EbGThpFvHvH0JANMVqINpV6iWI8/jzMPzPMGW1LyyrNpUHpGfFcyRqlv86o5m+Slu6ZOVUMpYgbJlCAJBVuVakj02F95CbfoyZAXBbsN0px8x...
- Sun Nov 12, 2017 5:47 pm
- Forum: General discussion
- Topic: What qualifies as a megabase?
- Replies: 11
- Views: 6467
Re: What qualifies as a megabase?
My computer must be SLOW compared to yours, I've been fighting UPS at 60 science per minute (1/second).
I know my computer is old, but I'm impressed how well Factorio runs on it.
I know my computer is old, but I'm impressed how well Factorio runs on it.
- Sun Nov 12, 2017 5:04 pm
- Forum: General discussion
- Topic: What qualifies as a megabase?
- Replies: 11
- Views: 6467
Re: What qualifies as a megabase?
Here's my suggestion for the definition of a 'mega-base': If you spend more resources in order to improve UPS, you may have a mega-base. Now there are some problems with this definition: Slower computers will force you to do this sooner. Later versions (0.16) may improve performance so this is not n...
- Sun Nov 12, 2017 3:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14] [kovarex] Power Switch blueprint doesn't remember power line positions
- Replies: 31
- Views: 16820
Re: [0.14] [kovarex] Power Switch blueprint doesn't remember power line positions
There's a mod for that...
I created a mod to (partially) solve this problem.
Tiny Poles that have very low reach so that they don't automatically connect. It allows power switches to be blueprintable with some care.
viewtopic.php?f=93&t=53962
I created a mod to (partially) solve this problem.
Tiny Poles that have very low reach so that they don't automatically connect. It allows power switches to be blueprintable with some care.
viewtopic.php?f=93&t=53962
- Sun Nov 12, 2017 3:51 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Laser turrets without spending drain energy
- Replies: 31
- Views: 34501
Re: Laser turrets without spending drain energy
I made a tiny mod: Tiny Pole This pole has coverage of 3x3 and wire reach of 3, so you can use it with blueprints for powerswitches. https://forums.factorio.com/viewtopic.php?f=93&t=53962&p=316815#p316815 The Tiny poles power 4 lasers, but they're also covered by the medium poles that are no...
- Sun Nov 12, 2017 3:39 pm
- Forum: Mods
- Topic: [MOD 0.17] Tiny Pole
- Replies: 8
- Views: 3363
Re: [MOD 0.15] Tiny Pole
Thanks to Gangsir for his excellent tutorial on how to create a mod. I probably need to update the graphics, but I'll need to learn how to do that first. I was inspired/attempting to fix the problems mentioned in this post about Lasers without drain: https://forums.factorio.com/viewtopic.php?f=204&a...
- Sun Nov 12, 2017 2:45 pm
- Forum: Mods
- Topic: [MOD 0.17] Tiny Pole
- Replies: 8
- Views: 3363
[MOD 0.17] Tiny Pole
Type: Mod Name: Tiny Pole Description: Adds Tiny Electric Poles, with very small coverage and reach. License: MIT Version: 0.17.0 Release: 2019-Sep-18 Tested-With-Factorio-Version: 0.17.68 Category: Item Tags: Electric-Pole, Power-Switch, Blueprint Download-Url: https://mods.factorio.com/mods/leitk/...
- Sun Nov 12, 2017 12:16 am
- Forum: Gameplay Help
- Topic: UPS / FPS helper - Power switches
- Replies: 11
- Views: 4369
Re: UPS / FPS helper - Power switches
Do unpowered (0%) entities harm UPS?
- Wed Nov 08, 2017 7:47 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: All-in-1 science for v 15 (1 per second all types)
- Replies: 2
- Views: 5446
Re: All-in-1 science for v 15 (1 per second all types)
I see you have beacons for the intermediate products, but not for the beaker production. It really helps, for example, my 1/sec science only has 1 assembler for high tech beakers: 14 seconds / 5.5 (speed with beacons and productivity modules) / 2 / 1.4 (productivity bonus), so it makes beakers faste...
- Sun Nov 05, 2017 2:37 pm
- Forum: Ideas and Suggestions
- Topic: Adding a fuel wait condision to trains
- Replies: 6
- Views: 11828
Re: Adding a fuel wait condision to trains
You could put multiple stack inserters feeding each engine, you could feed it up to 132 (or 144 for engines not touching the train stop) fuel per inserter cycle, use rocket fuel and you only need 3 of them to completely fill it in one inseter cycle. Or set a circuit on the fuel inserter to read puls...
- Sun Nov 05, 2017 4:41 am
- Forum: Gameplay Help
- Topic: Prevent train pathing?
- Replies: 6
- Views: 1612
Re: Prevent train pathing?
Thank you, that was just what I was looking for.
Also, especially thanks for this:
Also, especially thanks for this:
As it wouldn't otherwise allow me to place it on the wrong side.Loewchen wrote:you can do this by placing on both sides then removing one.
- Fri Nov 03, 2017 10:35 pm
- Forum: Gameplay Help
- Topic: Prevent train pathing?
- Replies: 6
- Views: 1612
Prevent train pathing?
Is it possible to prevent automatic trains from deciding to go over a section of rail in all cases? I know I can set a signal to always red, but trains may go up to that signal and then try to find another path (or just get stuck). I know it's also possible to add a train stop to make one way less l...
- Fri Nov 03, 2017 8:47 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 43465
Re: Friday Facts #215 - Multithreading issues
overwrite the allocator (new()) A given entity has many things it touches in its update cycle. The plain entity itself is most of the time the minority of what it touches. I had good luck overriding new for a dll issue (16 bit days, yes I've been doing this for too long). It may be possible to spli...
- Thu Nov 02, 2017 4:16 pm
- Forum: Balancing
- Topic: Kovarex Enrichment is not fun
- Replies: 84
- Views: 36044
Re: Nuclear Power - Uranium-235 "glitch"?
That's massive overkill for power setups. It may be more useful for Atomic bomb mass production however.dognose wrote:people are arranging 8-10 Enrichment-Centrifuges in order to get the required "U235".
- Thu Nov 02, 2017 4:00 pm
- Forum: Balancing
- Topic: Kovarex Enrichment is not fun
- Replies: 84
- Views: 36044
Re: Nuclear Power - Uranium-235 "glitch"?
This was pretty clearly the intent.
Also, there have been several posts on how to do this in 'Show your creations - Energy'
They even fixed a bug in it when some one used productivity modules to get even more out of it.
Also, there have been several posts on how to do this in 'Show your creations - Energy'
They even fixed a bug in it when some one used productivity modules to get even more out of it.
- Thu Nov 02, 2017 3:55 pm
- Forum: Ideas and Suggestions
- Topic: Speed modules in inserters
- Replies: 6
- Views: 2016
Re: Speed modules in inserters
However, having beacons also affect inserters would help with some designs where loading or unloading cannot keep up with the assembler.
Or, as seems likely, they will just consider this to be one more 'puzzle' of the game...
Or, as seems likely, they will just consider this to be one more 'puzzle' of the game...
- Thu Nov 02, 2017 1:00 am
- Forum: Gameplay Help
- Topic: Mass storage -mega base
- Replies: 7
- Views: 3641
Re: Mass storage -mega base
I donβt want the smelt to be inactive when waiting for ore, so I was wondering how much of a buffer to use to ensure constant activity? I haven't made a mega base (ever) but normally I just use the chest I unload into as a buffer. If that's not enough for the amount of smelting you're doing, solve ...
- Sat Oct 28, 2017 2:48 pm
- Forum: General discussion
- Topic: Difficulty curve and how to keep players till end game
- Replies: 60
- Views: 20110
Re: Difficulty curve and how to keep players till end game
Thank you for your work in keeping things civil. Forums become useless when they devolve to personal attacks.Koub wrote:[Koub] This topic will not degenerate into people fighting each others. Please stay civil.
- Sat Oct 28, 2017 3:44 am
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 65136
Re: Friday Facts #214 - Concrete rendering
My first thought was, I'd better check the date because this looks like an 'April Fools' joke...
- Wed Oct 25, 2017 8:14 pm
- Forum: Releases
- Topic: Version 0.15.37
- Replies: 39
- Views: 32798
Re: Version 0.15.37
You want to tell me I can do everything (a lot of things at least) from the map view? So, I can open a chest to pick up something when I'm far away? You can't do anything that takes your inventory or action, so opening a chest is not possible, but you can hover over it and see the contents. You can...