Search found 86 matches

by mward
Tue Apr 23, 2019 12:17 pm
Forum: Energy Production
Topic: Remote Buildable Tileable Nuclear Power Station
Replies: 19
Views: 14811

Re: Remote Buildable Tileable Nuclear Power Station

If i understand the 'nuclear ratios' post correctly, for every 2 reactors you need 32 exchangers, but you only include 24 per pair. I suppose that does make the fluid piping and heat transfer parts a lot easier... The design is optimised around the offshore pumps: each pump outputs 1200 units of wa...
by mward
Mon Apr 15, 2019 2:20 pm
Forum: Energy Production
Topic: Remote Buildable Tileable Nuclear Power Station
Replies: 19
Views: 14811

Re: Remote Buildable Tileable Nuclear Power Station

Cool idea. I guess if you make a supply train with the needed materials (including landfill) you can indeed just fill up the ocean with plants like this. Will try this out sometime :) My reactors have always been within the main roboport network, so this has not been an issue. I use buffer chests t...
by mward
Mon Apr 15, 2019 12:29 pm
Forum: Releases
Topic: Version 0.17.29
Replies: 33
Views: 17107

Re: Suggested solution for rail placement issues

Shingen wrote: ↑
Mon Apr 15, 2019 11:14 am
I agree it's a bad idea,
Why is it a bad idea? What is bad about it?

With any other blueprint placing, if I see an obstacle I hold shift to place the blueprint while removing the obstacle. This makes the same function work with rails.
by mward
Mon Apr 15, 2019 8:56 am
Forum: Ideas and Suggestions
Topic: Suggested solution for rail placement issues
Replies: 0
Views: 534

Suggested solution for rail placement issues

TL;DR Automatically switch to ghost build mode depending on distance. Use shift to force removal of obstacles in ghost build mode. What ? Clicking without shift: If the whole rail is within reach: direct build mode When any part of the rail gets out of reach, automatically switch to ghost build mod...
by mward
Mon Apr 15, 2019 8:52 am
Forum: Releases
Topic: Version 0.17.29
Replies: 33
Views: 17107

Suggested solution for rail placement issues

Clicking without shift: If the whole rail is within reach: direct build mode When any part of the rail gets out of reach, automatically switch to ghost build mode while avoiding obstacles" Clicking with shift or pressing shift enters ghost build mode while removing obstacles. Releasing shift s...
by mward
Fri Apr 12, 2019 5:48 pm
Forum: Energy Production
Topic: Remote Buildable Tileable Nuclear Power Station
Replies: 19
Views: 14811

Remote Buildable Tileable Nuclear Power Station

Many people avoid nuclear power because of difficulties with connecting up water pipes. Barrelled water is possible, but can cause a lot more lag. This design is for a tileable nuclear for which the blueprint can be placed remotely for building via bots. Water is pumped diretly into the biolers. The...
by mward
Tue Apr 09, 2019 10:51 am
Forum: Ideas and Suggestions
Topic: Production statistics search bar
Replies: 6
Views: 1697

Re: Production statistics search bar

I support this idea.

Currently I can search in the Logistics Network screen to see how much science I have in storage, but I cannot search in the Production screen to see how much is being produced.

Everything else has a search button (crafting, logistics, blueprints etc.) so why not production?
by mward
Tue Apr 09, 2019 9:33 am
Forum: Show your Creations
Topic: Share your power armor setup
Replies: 2
Views: 38171

Re: Share your power armor setup

Running around and building suit: suit1.png Night vision goggles should really be 1x1 in my opinion, rather than the same size as a roboport which can hold 25 robots! Fighting suit: suit2.png For dealing with nests, I run up to the nest and switch to the fighting suit. It will eventually run out of ...
by mward
Wed Apr 03, 2019 11:26 am
Forum: Railway Setups
Topic: Simple Artillery Perimiter Defence
Replies: 4
Views: 5887

Re: Simple Artillery Perimiter Defence

Some notes from a recent test of the system: Make the artillery tran double-headed and leave out the loops Add a second rail line inside the perimiter: this can take a supply train (also double headed) and can be used with a manually-driven train to repair/replace defence stops using personal robopo...
by mward
Thu Mar 28, 2019 12:31 pm
Forum: General discussion
Topic: [0.17] There is no spoon!
Replies: 20
Views: 21787

Re: [0.17] There is no spoon!

mrvn wrote: ↑
Thu Mar 28, 2019 12:22 pm
That's basically cheating.
Who is being cheated? ;)

Is using blueprints cheating? Why then are they in the game?

Is using blueprints that you created in a different save cheating? Why then do they remain available?
by mward
Thu Mar 28, 2019 11:13 am
Forum: General discussion
Topic: [0.17] There is no spoon!
Replies: 20
Views: 21787

Re: [0.17] There is no spoon!

If the machines are *not* always running, ... you can either solve this ... or by building more efficiently in the first place Some people like to design the most efficient layouts and ratios. Others just like solving problems: so we play the game in a way which creates more problems :D I guess tha...
by mward
Tue Mar 26, 2019 10:56 pm
Forum: General discussion
Topic: [0.17] There is no spoon!
Replies: 20
Views: 21787

Re: [0.17] There is no spoon!

I'm not sure I follow your logic here. The logic is that blue circuits only use a fraction of the red circuits. My factory was producing about 60 blue circuits a minute: so the blue circuits were using 120 red circuits per minute. Putting productivity modules in blue circuits would save 8% of the r...
by mward
Tue Mar 26, 2019 9:00 pm
Forum: Ideas and Suggestions
Topic: Placing a ghost over a deleted item of the same kind should simply "undelete" it.
Replies: 8
Views: 1990

Placing a ghost over a deleted item of the same kind should simply "undelete" it.

TL;DR Placing a ghost over a deleted item of the same kind should simply "undelete" it. What ? Placing a ghost over an identical item which is marked for deletion should simply remove the mark, not cause the item to be removed and then replaces. Why ? Suppose you want to replace a build w...
by mward
Tue Mar 26, 2019 10:42 am
Forum: General discussion
Topic: [0.17] There is no spoon!
Replies: 20
Views: 21787

Re: [0.17] There is no spoon!

I made it with a margin of 23 minutes the other day. No bots I take my hat off to your planning and placing abilities! I would be interested to see the final result. One of the nice things about Factorio is that there are many ways to play: and you can still get the no spoon achievement even if you...
by mward
Tue Mar 26, 2019 9:52 am
Forum: General discussion
Topic: [0.17] There is no spoon!
Replies: 20
Views: 21787

Re: [0.17] There is no spoon!

As soon as you get prod 1 research done, make 80 prod 1 modules (the number you will eventually need to make the four level 3 ones for the rocket silo) and then use them in the recipes that have the best payoffs (expensive science, research itself, blue circuits, etc), and only convert them into th...
by mward
Mon Mar 25, 2019 7:29 pm
Forum: General discussion
Topic: [0.17] There is no spoon!
Replies: 20
Views: 21787

[0.17] There is no spoon!

I just completed "There is no spoon" with 6 minutes to spare! Here are some hints and ideas I came up with along the way: (1) Obviously you will want to max out all resources: apart from Uranium, which you won't need. (2) Turning off the biters will disable the achievement: but there is a ...
by mward
Mon Mar 18, 2019 3:18 pm
Forum: Gameplay Help
Topic: 0.17 Defense Against Big Worms?
Replies: 12
Views: 4231

Re: 0.17 Defense Against Big Worms?

Having to micro manage train layouts including stops and schedules whenever you move your perimeter is not ideal from my point of view. See this post for a simple way to set up an artillery perimiter defence which is very easy to extend: https://forums.factorio.com/viewtopic.php?f=194&t=68006
by mward
Mon Mar 18, 2019 3:16 pm
Forum: Railway Setups
Topic: Simple Artillery Perimiter Defence
Replies: 4
Views: 5887

Simple Artillery Perimiter Defence

Setting up a perimiter defence using artillery turrets loaded from artillery wagons seems like a big job: naming dozens of stops and setting up the train schedule. But there is one simple idea which makes it really easy: Give all the turret train stops the same name! Artillery_Defence.png Here's how...
by mward
Mon Mar 18, 2019 2:15 pm
Forum: Railway Setups
Topic: Simple Balanced Train Loader
Replies: 10
Views: 45562

Re: Simple Balanced Train Loader

How would you add an extra belt of material and/or an extra wagon to this design?

It is trivial to do so with the priority splitter design.

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