Search found 354 matches

by leadraven
Mon Apr 01, 2019 11:58 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.21] Train pathfinding error
Replies: 4
Views: 1344

Re: [kovarex] [0.17.21] Train pathfinding error

Hottemax wrote:
Mon Apr 01, 2019 11:51 am
Why does it matter if the train "has already chosen" when it comes to the train stop? How did it make that "decision" anyway (since it should have "already decided" to turn left, since that is the shorter route)?
I think stop itself is assigned to the right segment.
by leadraven
Fri Mar 29, 2019 1:52 pm
Forum: Multiplayer
Topic: Looking for someone to play with
Replies: 2
Views: 1171

Re: Looking for someone to play with

Timezone, active hours, language.
by leadraven
Fri Mar 29, 2019 7:16 am
Forum: Modding discussion
Topic: SF6 applications
Replies: 3
Views: 867

SF6 applications

Hello, factorians! I'm designing small mod to add Fluorine into game, with a healthy share of realism. I found info about SF6 gas (https://en.wikipedia.org/wiki/Sulfur_hexafluoride) that is used as an insulator in high-voltage industry. I like this chemical interaction, but I don't know a damn thing...
by leadraven
Thu Mar 28, 2019 9:30 pm
Forum: Balancing
Topic: A couple of complaints about the Tank
Replies: 13
Views: 4468

Re: A couple of complaints about the Tank

jotun wrote:
Wed Mar 27, 2019 10:51 pm
It would be nice if the braking force upgrades applied to the tank too.
This one, brilliant!
by leadraven
Thu Mar 28, 2019 11:31 am
Forum: Ideas and Suggestions
Topic: Sulfur concrete
Replies: 6
Views: 2226

Re: Sulfur concrete

I'm starting to think that Sulfur Concrete might be just an alternative recipe for usual concrete.
by leadraven
Thu Mar 28, 2019 11:25 am
Forum: General discussion
Topic: [0.17] There is no spoon!
Replies: 20
Views: 20345

Re: [0.17] There is no spoon!

If you have a shortage of red circuits, adding the prod modules to the red circuit assemblers is a bad choice here: you will have to build a ton more red circuit assemblers to avoid your output rate going *down*, which will mean you need to use up more of your limited supply of modules for them, wh...
by leadraven
Wed Mar 27, 2019 1:26 pm
Forum: Ideas and Suggestions
Topic: pump to fluid wagon connection from the end
Replies: 6
Views: 1148

Re: pump to fluid wagon connection from the end

Technically, this feature is better to be supported, but I don't want devs to waste time on it.
by leadraven
Wed Mar 27, 2019 1:02 pm
Forum: Gameplay Help
Topic: Help with Traffics
Replies: 3
Views: 958

Re: Help with Traffics

Checkout this thread : viewtopic.php?f=194&t=46855
by leadraven
Wed Mar 27, 2019 11:10 am
Forum: Ideas and Suggestions
Topic: [0.17] Increase belt speed for consistency
Replies: 4
Views: 1340

Re: [0.17] Increase belt speed for consistency

1 pixel / tick x 60 ticks / second x 1 tile / 32 pixels x 8 pixels / item = 15 tiles x pixels / second / item Ok, I'm not sure why I don't end up with items / second, but this seems to be the actual calculation... 1 pixel / tick x 60 ticks / second x 1 item / 8 pixel = 7.5 item / second on 1 lane.
by leadraven
Wed Mar 27, 2019 10:54 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1616
Views: 410762

Re: Simple Questions and Short Answers

BlueTemplar wrote:
Wed Mar 27, 2019 10:06 am
Don't even need a combinator in most cases...
Yeah, I know that 1 circuit wire is enough, but I like to build circuit-free. Moreover, sometimes this pump trick works. I just want to know how it will work after upgrade, so I could already plan pipe setups.
by leadraven
Wed Mar 27, 2019 10:50 am
Forum: Gameplay Help
Topic: Personal batteries' output power
Replies: 15
Views: 4435

Re: Personal batteries' output power

I agree that both capacity and throughput (~unlimited) of personal batteries need some attention.
by leadraven
Wed Mar 27, 2019 7:46 am
Forum: Balancing
Topic: Bots Versus Belts - Vas's Take
Replies: 15
Views: 6428

Another belts/robots comparission

Hello, factorians. I came up with another metric to formally compare belts and roboports. 1 tile of blue belt moves 45 items per second by 1 meter. Blue belt : 45 item*meter / second*tile. Roboport : 1 MW * 4 / 16 tile Robot : 5 KJ / 1 meter / 4 item Divide one by another (MW = MJ/s) : Roboport : 20...
by leadraven
Wed Mar 27, 2019 7:10 am
Forum: General discussion
Topic: [0.17] There is no spoon!
Replies: 20
Views: 20345

Re: [0.17] There is no spoon!

With Prod modules you are free to balance production the way you want : More output with same input Same output with fewer input When I had shortage of red circuits, I made [1] for red circuits and [2] for everything that consumes them. Sure, [1] has priority as it applies all red circuits produced.
by leadraven
Tue Mar 26, 2019 6:49 pm
Forum: General discussion
Topic: [0.17] There is no spoon!
Replies: 20
Views: 20345

Re: [0.17] There is no spoon!

Here are my smelter array, main bus with science factory, and oil refinery. Power is 80 steam engines. I don't like speedrunning, just wanted to test my skills. If I ever want to repeat this, I definitely will reserve place for second red circuits setup. Productivity modules 1 pay back quickly enoug...
by leadraven
Tue Mar 26, 2019 10:16 am
Forum: General discussion
Topic: [0.17] There is no spoon!
Replies: 20
Views: 20345

Re: [0.17] There is no spoon!

I' made it with a margin of 23 minutes the other day. No bots - you need only one setup, nothing to copy-paste. I widely applied Prod 1 : in labs ASAP, yellow and purple science, red and blue circuits, expensive intermediates. Red circuits were the most dangerous bottleneck. They need at least doubl...
by leadraven
Mon Mar 25, 2019 2:27 pm
Forum: Balancing
Topic: A Deeper Look into Combat Robotics
Replies: 37
Views: 13616

Re: A Deeper Look into Combat Robotics

Also never used combat robots.
by leadraven
Mon Mar 25, 2019 1:54 pm
Forum: Ideas and Suggestions
Topic: Rail Research Re-Work
Replies: 10
Views: 2281

Re: Rail Research Re-Work

Currently railroad techs have no intermediate dependencies and can be researched in a row. Why not to unite them into one? The problem of their separation is that the railway without signals is hardly suitable for use. It is all or nothing. Railroad must have more internal progression or be merged i...
by leadraven
Mon Mar 25, 2019 8:09 am
Forum: Ideas and Suggestions
Topic: Burner inserter fuel bonus
Replies: 55
Views: 12320

Fuel speed bonus for burners

Higher tiers of fuel give speed bonus to burner transports. How about also give speed bonus to burner devices? Furnaces, boiler, drill, inserter. Increase power consumption respectively, to keep same efficiency. For example: Wood, Coal - 100% Solid - 150% Rocket - 200% Nuclear - 300% It will make bu...
by leadraven
Mon Mar 25, 2019 7:53 am
Forum: Balancing
Topic: Burner Inserters
Replies: 4
Views: 2005

Re: Burner Inserters

I never use burner inserters. First few minutes I move materials manually, then with yellow inserters.
by leadraven
Mon Mar 25, 2019 7:44 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1616
Views: 410762

Re: Simple Questions and Short Answers

Question about future fluid system. pump.png Will water leak into right tank, or will pump drain entire flow into bottom tank? Currently it works unpredictable, depending on orientation and/or building order. But how it should work with new physics? I understand that fluids are better to be controll...

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