Search found 86 matches
- 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...
- 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...
- Mon Apr 15, 2019 12:29 pm
- Forum: Releases
- Topic: Version 0.17.29
- Replies: 33
- Views: 17107
- 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...
- 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...
- 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...
- 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?
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?
- 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 ...
- 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...
- Thu Mar 28, 2019 12:31 pm
- Forum: General discussion
- Topic: [0.17] There is no spoon!
- Replies: 20
- Views: 21787
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- Mon Mar 18, 2019 10:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] Linux: Minimising full screen Factorio with Alt-W causes the player to walk North
- Replies: 16
- Views: 5576
Re: [0.17.4] Linux: Minimising full screen Factorio with Alt-W causes the player to walk North
Minimising the window no longer changes Alt mode or causes endless walking
- 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
- 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...
- 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.
It is trivial to do so with the priority splitter design.