Search found 115 matches

by leitk
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...
by leitk
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.
by leitk
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...
by leitk
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
by leitk
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...
by leitk
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...
by leitk
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/...
by 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?
by leitk
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...
by leitk
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...
by leitk
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:
Loewchen wrote:you can do this by placing on both sides then removing one.
As it wouldn't otherwise allow me to place it on the wrong side.
by leitk
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...
by leitk
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...
by leitk
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"?

dognose wrote:people are arranging 8-10 Enrichment-Centrifuges in order to get the required "U235".
That's massive overkill for power setups. It may be more useful for Atomic bomb mass production however.
by leitk
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.
by leitk
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...
by leitk
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 don’t 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 ...
by leitk
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

Koub wrote:[Koub] This topic will not degenerate into people fighting each others. Please stay civil.
Thank you for your work in keeping things civil. Forums become useless when they devolve to personal attacks.
by leitk
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...
by leitk
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...

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