Search found 138 matches

by ColonelSandersLite
Wed Oct 10, 2018 11:45 pm
Forum: General discussion
Topic: Fuels and their uses
Replies: 14
Views: 3127

Re: Fuels and their uses

- Burner inserters and drills are really only useful to get you out of the dark ages and into electricity. I don't think anyone uses them long term (except for a couple to generate enough electricity to run the inserters of a steam power plant). I use burner inserters where possible to cut down on ...
by ColonelSandersLite
Mon Oct 08, 2018 12:41 am
Forum: General discussion
Topic: Guide: Shorter path/milestones to late game designs
Replies: 1
Views: 1373

Re: Guide: Shorter path/milestones to late game designs

zOldBulldog wrote:
Sun Oct 07, 2018 12:54 pm
--- If you want Mega rockets, do that.
I don't know what a Mega rocket is or how one goes about procuring them, but I want one!
by ColonelSandersLite
Sat Oct 06, 2018 8:48 pm
Forum: Show your Creations
Topic: Self adjusting Kovarex based on demand
Replies: 96
Views: 20296

Re: Self adjusting Kovarex based on demand

Perhaps I mistunderstood but this sounds like the completely unrelated standard problem of managing Kovarex enrichment so it only passes on the surplus? Didn't the blue print referenced by OP already solve that for each centrifuge individually? And I'm pretty sure a centrifuge tries to hold onto ex...
by ColonelSandersLite
Sat Oct 06, 2018 7:31 pm
Forum: Show your Creations
Topic: Self adjusting Kovarex based on demand
Replies: 96
Views: 20296

Re: Self adjusting Kovarex based on demand

Colonel that reminds me that I need to build your design. Too many things happening :P Speaking of which, I just updated those designs to revision 1. There where a couple of minor behavioral issues I didn't like with the originals. They weren't a problem in my factory, but I wanted to tweak them if...
by ColonelSandersLite
Sat Oct 06, 2018 7:09 pm
Forum: General discussion
Topic: Beaconed green circuit ratios/math
Replies: 9
Views: 5716

Re: Beaconed green circuit ratios/math

zOldBulldog wrote:
Sat Oct 06, 2018 6:39 pm
- 4 Prod modules reduce the required input by 40%.or is it 28.57? I was going by the 40% number people mentioned earlier.

4 Prod 4 modules increase the *output* by 140%.
4 Prod 4 modules decrease the *cost of a fixed output* by 1-(1/140%) = 28.57% .

Does that make more sense?
by ColonelSandersLite
Sat Oct 06, 2018 6:57 pm
Forum: Show your Creations
Topic: Self adjusting Kovarex based on demand
Replies: 96
Views: 20296

Re: Self adjusting Kovarex based on demand

Once I clear the area, I will build a train station, and the train station will need nuclear fuel. Yes. A single one and it will last the train for like 5 hours playtime straight. A single what? Train station? No. Train? No. Fuel? Also no. The point is that the example was a snapshot of behavior, n...
by ColonelSandersLite
Sat Oct 06, 2018 6:22 pm
Forum: General discussion
Topic: Beaconed green circuit ratios/math
Replies: 9
Views: 5716

Re: Beaconed green circuit ratios/math

EDIT: THE ANSWER Thanks the replies. Great "duuuuh" moment that removed my mental block. Here it is paraphrased in simple terms: - The 4 Production modules reduce the Green Chip copper cable requirement by 40%. So, instead of 1.5 cable assemblers for each GC assembler, you need approx 1 (...
by ColonelSandersLite
Sat Oct 06, 2018 12:14 pm
Forum: General discussion
Topic: Beaconed green circuit ratios/math
Replies: 9
Views: 5716

Re: Beaconed green circuit ratios/math

You can get an _apparent_ 3% boost by using 2×P3,2×S3 in the cable assemblers, (9.625×1.2)/(8×1.4)==1.03125, but that like so many apparently efficient builds is just shoving costs off into a corner you're not paying attention to, suddenly your single greatest cable consumer needs 16⅔% more copper,...
by ColonelSandersLite
Sat Oct 06, 2018 11:51 am
Forum: General discussion
Topic: Beaconed green circuit ratios/math
Replies: 9
Views: 5716

Re: Beaconed green circuit ratios/math

Beacons and modules alter the ratios as DerGraue says. Suppose you're using prod 3 modules and need an output of 100 GCs/sec. How many GCs do you actually need to pay for? 71.42857143 GCs/s because you get 28.57142857 free GCs/s. Using prod 3 modules in the cable machines too? You need 71.42857143*3...
by ColonelSandersLite
Sat Oct 06, 2018 12:08 am
Forum: General discussion
Topic: Fuels and their uses
Replies: 14
Views: 3127

Re: Fuels and their uses

Did anyone ever do the math on nuclear fuel? The only reason to use nuclear steam is for the lulz. Reactor fuel cells are better in every possible way, no matter how BAD you are with using them. I was gonna say: Reactor fuel cells can't make steam for coal Liquefaction. But having articulated the t...
by ColonelSandersLite
Fri Oct 05, 2018 4:42 pm
Forum: General discussion
Topic: Fuels and their uses
Replies: 14
Views: 3127

Re: Fuels and their uses

Re rocket fuel: For what it's worth, I don't really find it to be all that great for trains. The reason has nothing to do with acceleration or top speed. It's simply timing. You can get solid fuel pretty early and it's a good solid upgrade to your trains that lasts a good long while. By the time I h...
by ColonelSandersLite
Fri Oct 05, 2018 2:33 pm
Forum: Show your Creations
Topic: Self adjusting Kovarex based on demand
Replies: 96
Views: 20296

Re: Self adjusting Kovarex based on demand

Many players have huge beaconed U-235 production lines. What do you do with all that U235? Nuclear reactors does not use much and UPS-problems hit if you build hundreds of them. And all biters are soon cleared with couple of thousands of nukes. The thing about u-235 is that it's not really about su...
by ColonelSandersLite
Fri Oct 05, 2018 2:03 pm
Forum: Show your Creations
Topic: Self adjusting Kovarex based on demand
Replies: 96
Views: 20296

Re: Self adjusting Kovarex based on demand

Demo: Grab the Creative Mode (Fix for 0.16) mod Start a sandbox mode game Enable Creative mode with cheats Place the following blueprint It should just automatically start and run 0eNrtnc9yHDmS5l+ljZe9iLXh+I+ynr703nZP3ceyNhmLSklpTYnaJFldtWN6gH6LucyL9ZNsZpJJhphA4PMPDJbSOi7TU1LKgQgA/gMQ/rn/59nPV3erL5v...
by ColonelSandersLite
Fri Oct 05, 2018 2:00 pm
Forum: Show your Creations
Topic: Self adjusting Kovarex based on demand
Replies: 96
Views: 20296

Re: Self adjusting Kovarex based on demand

Here you go: Stripped tile, tileable in all 4 directions. Lines up on the substations. 20181005080328_1.jpg 0eNrtXUty2zoW3UqKk55YbvwJuF73pIfdo6RnXSmXLNE26+lXFOWKO6UFZBc9eRvLSpoU/WEkkLg4spyoHieJ9TsEcC/OAS5wga/JzWyTrYp8USZXX5N8slysk6v/fE3W+d1iPKvfKx9XWXKV5GU2Ty6SxXhev9oU40W+mY+E1Mn2IskX0+xLcsW3ny+SbFH...
by ColonelSandersLite
Thu Oct 04, 2018 9:34 pm
Forum: Show your Creations
Topic: Self adjusting Kovarex based on demand
Replies: 96
Views: 20296

Re: Self adjusting Kovarex based on demand

- A Kovarex design that not only is build and forget, but adjusts to demand, and doesn't choke once you produce more than you need and one of the lines backs up. - For example, if you build and use a lot of Uranium ammo, Kovarex throttles down so that more of the U238 is available for it, but I'd y...
by ColonelSandersLite
Sun Sep 30, 2018 6:11 am
Forum: General discussion
Topic: How Long to Beat...
Replies: 12
Views: 5364

Re: How Long to Beat...

Thanks guys, I'm looking for a game that will keep me engaged for a long time and has a lot of replability Oh, factorio has replayability in spades. There is a huge chasm between a dinky base that can barely manage to launch a single rocket and a megabase capable of producing and consuming a thousa...
by ColonelSandersLite
Sun Sep 30, 2018 4:36 am
Forum: General discussion
Topic: How Long to Beat...
Replies: 12
Views: 5364

Re: How Long to Beat...

My first factory, where I went in cold with no blueprints, not really a clue what I was doing, and further hampered by my decision to get the bulk of the achievements out of the way, took 142 hours to launch the first rocket. My second factory, a lazy bastard run, took half that. My third factory, a...
by ColonelSandersLite
Thu Sep 27, 2018 5:44 am
Forum: General discussion
Topic: Complete the game in 8 hours achievement - time for a change?
Replies: 16
Views: 11871

Re: Complete the game in 8 hours achievement - time for a change?

Spoon isn't twitchy, at least in my opinion it isn't. 8 hours is more than enough time to execute any build you have planned (and perhaps practiced) earlier. It might not be enough if you're going in blind, but the expectation of having a plan fits Factorio reasonably well. Agreed 100%. In my run, ...
by ColonelSandersLite
Tue Sep 25, 2018 7:28 am
Forum: General discussion
Topic: Complete the game in 8 hours achievement - time for a change?
Replies: 16
Views: 11871

Re: Complete the game in 8 hours achievement - time for a change?

By coincidence, I just finished my first spoon run moments ago! This was my first attempt and I squeaked by at 7:59:43 with 79 tree kills. I didn't do the run cold with no plan, and did not use somebody else's plan either. I spent days designing my own factory for this specific goal, then played it ...
by ColonelSandersLite
Sat Sep 22, 2018 10:32 pm
Forum: Off topic
Topic: A lot of great minds play Factorio.
Replies: 31
Views: 13067

Re: A lot of great minds play Factorio.

Wow that's a lot of water for a household, just what kind of insane capacity do our dams hold? A helluva lot. Let's just go with hoover dam as the example as it's the most iconic in the US. Hoover dam's reservoir is called lake Mead and is the largest in the country. Going by the wikipedia numbers,...

Go to advanced search