I think stop itself is assigned to the right segment.
Search found 354 matches
- 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
- 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.
- 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...
- Thu Mar 28, 2019 9:30 pm
- Forum: Balancing
- Topic: A couple of complaints about the Tank
- Replies: 13
- Views: 4468
- 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.
- 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...
- 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.
- 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
- 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.
- 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
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.
- 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.
- 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...
- 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.
- 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...
- 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...
- 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.
- 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...
- 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...
- 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.
- 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...