Search found 354 matches

by leadraven
Fri Jan 17, 2020 7:10 am
Forum: General discussion
Topic: Niggles and nitpicking - player preferences
Replies: 66
Views: 9007

Re: Niggles and nitpicking - player preferences

Honktown wrote: ↑
Thu Jan 16, 2020 3:18 pm
leadraven wrote: ↑
Thu Jan 16, 2020 3:01 pm
Stack inserters only for chest-chest, never for belt.
Curious - what's the situation? I might use chest-chest on kovarex, or in .16 when buffering fuel blocks, but I'm having difficulty thinking of a "normal" situation I'd want to move chest-chest.
Mostly railroad stations.
by leadraven
Thu Jan 16, 2020 3:01 pm
Forum: General discussion
Topic: Niggles and nitpicking - player preferences
Replies: 66
Views: 9007

Re: Niggles and nitpicking - player preferences

No beacons and nearly no modules. I think they break the game. Belts and insertest most suitable instead of fastest available. No solar. Stack inserters only for chest-chest, never for belt. Never use "underground belt trick". I hate it, we need lane-balancer. Logistic bots only for train...
by leadraven
Wed Jan 15, 2020 11:41 pm
Forum: Ideas and Suggestions
Topic: Early Game Techtree rework
Replies: 7
Views: 675

Re: Early Game Techtree rework

BlueTemplar wrote: ↑
Wed Jan 15, 2020 5:23 pm
Link please ? I somehow didn't find it...
https://mods.factorio.com/mod/LaboriousLaboratory
by leadraven
Wed Jan 15, 2020 2:43 pm
Forum: Ideas and Suggestions
Topic: Sulfuric Acid in Oil Processing
Replies: 0
Views: 231

Sulfuric Acid in Oil Processing

Hello, Oil Processing is very complex part of early-game, but easy part of late-game. Coal Liquefaction is a greate tech, but we definitely can use more of this, especially within already implemented components. I've read that IRL Sulfuric Acid might be used to refine some Oil fractions. I'm not goo...
by leadraven
Wed Jan 15, 2020 2:19 pm
Forum: Ideas and Suggestions
Topic: Basic Oil Processing to Chemical Plant
Replies: 1
Views: 250

Basic Oil Processing to Chemical Plant

Hello, Currently "Oil Processing" tech unlocks 3 buildings : Pumpjack, Oil Refinery and Chemical Plant. Also it is the first time player have to use Storage Tanks, Pumps and complex pipe setups. It's a lot. Simplification of "Basic Oil Processing" recipe is a very good step, but ...
by leadraven
Wed Jan 15, 2020 12:44 pm
Forum: Ideas and Suggestions
Topic: construction times
Replies: 6
Views: 578

Re: construction times

I think it is one of the biggest misunderstanding remaining in the game at the moment. This 5s actually is "5 work units", not "5 seconds". And assembler1 performs 0.5 "work units per second".
by leadraven
Wed Jan 15, 2020 12:39 pm
Forum: Ideas and Suggestions
Topic: Early Game Techtree rework
Replies: 7
Views: 675

Re: Early Game Techtree rework

BlueTemplar wrote: ↑
Tue Jan 14, 2020 12:06 am
Hmm, I'm surprised that no-one has made an "handcraft tech" mod yet ?
I already suggested this "from the ground" mode and some kind person even made "handcraft tech" mod by my request.
by leadraven
Wed May 01, 2019 1:16 pm
Forum: Energy Production
Topic: Tileable exchanger setup for 2xN reactor
Replies: 8
Views: 1968

Re: Tileable exchanger setup for 2xN reactor

Have you tried overlapping the blueprint when you tile it horizontally? I have a hunch that you could shave off a column or two of heat pipe between exchanger columns without stifling the heat flow (though it would mess with the alignment with the reactors). Yes, here is too many heat pipes, but I ...
by leadraven
Sun Apr 28, 2019 10:00 pm
Forum: General discussion
Topic: Whatever happened to the new fluid system?
Replies: 5
Views: 1078

Re: Whatever happened to the new fluid system?

New fluid system still not implemented.
by leadraven
Fri Apr 26, 2019 6:06 am
Forum: Show your Creations
Topic: My first Factory
Replies: 6
Views: 1457

Re: My first Factory

[Moderated by Koub] This subforum is appropriate for such posts, please don't be offensive.
by leadraven
Wed Apr 24, 2019 10:44 pm
Forum: Not a bug
Topic: [0.17.32] Coal liquefaction underproduces heavy oil
Replies: 10
Views: 1083

Re: Coal liquefaction underproduces heavy oil

66.6 * (90-25) * 1.3 = 5627.7 ~ 5.6k
I assume 25 of 90 resulting heavy oil is treated as catalyst and isn't affected by productivity bonus.
by leadraven
Wed Apr 24, 2019 7:38 pm
Forum: Energy Production
Topic: Tileable exchanger setup for 2xN reactor
Replies: 8
Views: 1968

Re: Tileable exchanger setup for 2xN reactor

It's not a 160MW/reactor since reactor on sides have less bonuses : - 160MW for each in the middle and 120MW for each on sides, so 2.4GW not 2.560GW (check by yourself in-game : 200% on sides, 300% on middle ones) - Turbines are easier indeed ;) - Heat pipes are still too numerous, you can do bette...
by leadraven
Wed Apr 24, 2019 6:28 pm
Forum: Energy Production
Topic: Tileable exchanger setup for 2xN reactor
Replies: 8
Views: 1968

Re: Tileable exchanger setup for 2xN reactor

It's not tileable at all since you don't include 2 parameters : If you add 4 reactors, the gain from proximity is not taken in account, so you lost many energy You didn't add Turbines which in an 8 core scenario would need around 194 Turbines for 112 Heat exchanger Plus, you use to many lost copper...
by leadraven
Wed Apr 24, 2019 5:53 pm
Forum: Energy Production
Topic: Tileable exchanger setup for 2xN reactor
Replies: 8
Views: 1968

Tileable exchanger setup for 2xN reactor

I hope I finally did it : precise, compact, tileable steam exchanger setup for big 2xN nuclear power plant. Here how it looks : 2019-04-24.png Blueprint contains 16 exchangers - exactly for 1 full adjacency reactor. Blueprint is exactly 20 tiles width - 4 reactors. So it must be repeated 4 times ver...
by leadraven
Wed Apr 24, 2019 2:12 pm
Forum: Gameplay Help
Topic: 1 week playing need advice - screen shot included
Replies: 5
Views: 780

Re: 1 week playing need advice - screen shot included

Steam is great to launch first rocket. After that uranium is preferable. You are always free to place some solar panels if you like, but it is not mandatory. Make sure that entire iron patch is covered with miners, and all ore is smelted without bottleneck. If yes, found mining outpost - it is alwa...
by leadraven
Wed Apr 24, 2019 6:32 am
Forum: Releases
Topic: Version 0.17.32
Replies: 62
Views: 18092

Re: Version 0.17.32

BlueTemplar wrote: ↑
Wed Apr 24, 2019 5:27 am
Yeah, shouldn't we be able to equally split using a tank, two pumps, and a two-states timer ?
I'd say, two pumps connected to one segment must split 50/50, but you know, building order...
by leadraven
Tue Apr 23, 2019 9:35 am
Forum: Releases
Topic: Version 0.17.32
Replies: 62
Views: 18092

Re: Version 0.17.32

In my opinion it is not only correct assumption that they should behave identically. They should behave predictably. Practically all machines are individuals. Manufacturers give certain acceptable range for performance and other properties. Of course most virtual worlds behave more perfect way, but...
by leadraven
Tue Apr 23, 2019 9:18 am
Forum: Gameplay Help
Topic: Train stacker not working
Replies: 8
Views: 879

Re: Train stacker not working

Nilixen wrote: ↑
Tue Apr 23, 2019 9:14 am
I don't know if that would help. Putting chain signals at each entrance would break the stacker.
Usually the stacker works fine, but this problem occurs only occasionally.
No-no-no, put 1 chain signal on overall entrance, before the fork. Where second loko of red-science train stands.
by leadraven
Tue Apr 23, 2019 9:05 am
Forum: Gameplay Help
Topic: Train stacker not working
Replies: 8
Views: 879

Re: Train stacker not working

Try to place chain signal on the entrance.
P.S. And let me know if it helps.

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