Search found 417 matches

by Theikkru
Tue May 28, 2019 8:46 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Early-bird's auto-balancing Uranium/Kovarex module for 9-tile bus mount (recycling included)
Replies: 18
Views: 8320

Re: Early-bird's auto-balancing Uranium/Kovarex module for 9-tile bus mount (recycling included)

Spaghetti is cheap (both to build and run). And low tech. Stack/fast inserters, beacons, and level 3 modules are most certainly not. EMBRACE YOUR INNER ITALIAN!

On another note, I'm not seeing how your design gets 238 out without sending it to Kovarex first. What if you need your 238 going to ...
by Theikkru
Mon May 27, 2019 6:57 pm
Forum: Energy Production
Topic: (Yet another) Nuclear Cloverleaf, 4R/480MW - belt/bot compatible, auto-feed, lossless, failsafe (Batteries not included)
Replies: 19
Views: 13022

Re: (Yet another) Nuclear Cloverleaf, 4R/480MW - belt/bot compatible, auto-feed, lossless, failsafe (Batteries not inclu

Blueprint updated with minor cosmetic wiring optimizations, and circuit limits added to fuel cell chests to make startup easier when fuel is scarce.
by Theikkru
Mon May 27, 2019 5:51 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Early-bird's auto-balancing Uranium/Kovarex module for 9-tile bus mount (recycling included)
Replies: 18
Views: 8320

Re: Early-bird's auto-balancing Uranium/Kovarex module for 9-tile bus mount (recycling included)

In short, the reason for the weirdness you pointed out is that I've designed both Kovarex and processing to produce up to a full belt of product (both lanes). The intent is that once you extend either side (probably Kovarex first) long enough that it's saturating the outer lane, you can add a side ...
by Theikkru
Mon May 27, 2019 12:49 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Early-bird's auto-balancing Uranium/Kovarex module for 9-tile bus mount (recycling included)
Replies: 18
Views: 8320

Re: Early-bird's auto-balancing Uranium/Kovarex module for 9-tile bus mount (recycling included)

The lower belts enable the upper belt when they have ≥ 10* 235 on them, which means that the first centrifuge is leaving more than a full inserter stack capacity of 235 on the belt. Since the centrifuges only load/unload with 1 inserter, if there's more than the inserter stack capacity on the belt ...
by Theikkru
Mon May 27, 2019 11:51 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Early-bird's auto-balancing Uranium/Kovarex module for 9-tile bus mount (recycling included)
Replies: 18
Views: 8320

Early-bird's auto-balancing Uranium/Kovarex module for 9-tile bus mount (recycling included)

Overview
Under the principle of "haste makes waste", I designed a simple, self-contained module for uranium processing and the Kovarex process that can be slapped down as soon as uranium processing and efficiency module 1s are available. The idea is that by keeping power and technology ...
by Theikkru
Sun May 26, 2019 9:26 pm
Forum: Balancing
Topic: A Deeper Look into Combat Robotics
Replies: 37
Views: 21712

Re: A Deeper Look into Combat Robotics

Agree that they should work like conbots. If combat robots used the behavior of conbots (and used their traffic zones), not only would it be more thematically fitting, it would introduce some new mechanics as balancing points around which they could be designed for more interesting gameplay.

Having ...
by Theikkru
Sun May 26, 2019 9:02 am
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.41] Flamethrower turret tooltip inconsistent with (updated) wiki
Replies: 10
Views: 7188

Re: [0.17.41] Flamethrower turret tooltip inconsistent with (updated) wiki

Then the bonuses page is imprecise, because it lists a bonus only to flamethrower ammo (visible in screenshot above under tooltip) instead of fire damage in general.
by Theikkru
Thu May 23, 2019 5:59 pm
Forum: Ideas and Suggestions
Topic: [0.17.4] Toolbelt Research Name Misleading
Replies: 18
Views: 6867

Re: [0.17.4] Toolbelt Research Name Misleading

I actually like the technology, because it makes for some meaningful gameplay decisions earlier in the game: if you're lugging around tons of junk and feeling the inventory crunch, it makes sense that you can invest some lab time to fix it. Conversely, if you run a clean ship, you might put off that ...
by Theikkru
Thu May 23, 2019 5:39 pm
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 163
Views: 67175

Re: Roboports should output missing materials to circuit network

It's possible for logistics statistics to be negative, but that does not reflect the total outstanding requests. I tried requesting 5 pistols (of which there was unsurprisingly only 1 in my system), and saw a pistol signal of -1 while the assigned logibot floated to the one available. As soon as the ...
by Theikkru
Mon May 20, 2019 6:27 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.41] Flamethrower turret tooltip inconsistent with (updated) wiki
Replies: 10
Views: 7188

[posila] [0.17.41] Flamethrower turret tooltip inconsistent with (updated) wiki

Recently, Bilka was nice enough to update the flamethrower turret page of the wiki to clear up confusion about how the flamethrower turret works. However, the numbers there do not add up to the damage numbers shown in game: ttip.png Moreover, the in-game tooltip indicates stacking of the flammables ...
by Theikkru
Mon May 20, 2019 6:03 pm
Forum: Balancing
Topic: "Laser speed" - bit overkill?
Replies: 12
Views: 6998

Re: "Laser speed" - bit overkill?


Something appears to be stacking. The base fire damage from flamethrower turrets is 90.[...]

Internally, some of the turrets and equipment do use ammo definitions - they just get an infinite supply of it. Laser beams are defined as an "ammo type", for example.[...]

I'm beginning to suspect that ...
by Theikkru
Mon May 20, 2019 10:17 am
Forum: Balancing
Topic: "Laser speed" - bit overkill?
Replies: 12
Views: 6998

Re: "Laser speed" - bit overkill?


Flamethrower turrets also have quadratic damage scaling. Each flame damage upgrade applies a damage buff to all fire weapons including flame turrets, and
a second damage buff specifically to flame turrets, so the flame turrets get buffed twice, multiplicatively, and they end up dealing truly ...
by Theikkru
Sun May 19, 2019 8:12 am
Forum: Not a bug
Topic: [0.17.38] Train repathing within chain signals not fixed as described
Replies: 11
Views: 4839

Re: [0.17.38] Train repathing within chain signals not fixed as described

Can anyone tell me why this topic is in "Not a bug"?

To be clear, the behavior I'm reporting in my example case in the first post is that trains within a chain sequence repath to a path that goes through a reserved block before it goes through any non-chain, non-reserved blocks , seemingly in ...
by Theikkru
Sat May 18, 2019 1:20 pm
Forum: Ideas and Suggestions
Topic: Improved Access to Train ID
Replies: 7
Views: 3797

Re: Improved Access to Train ID

One thing I would like to point out that is relevant to the topic (and, in fact, one of the reasons I agree with the OP): this
In vanilla Factorio, it requires manual intervention to change the train composition of a train.
is not quite true, because trains and their cars can get damaged/destroyed ...
by Theikkru
Sat May 18, 2019 3:16 am
Forum: Ideas and Suggestions
Topic: The switch to the train.
Replies: 5
Views: 1910

Re: The switch to the train.

That sounds like a job for a railway control circuit system. If you let the warehouse broadcast its state to the rail network, then the resource stations can hold the trains using a circuit condition until the warehouse is not full.
by Theikkru
Sat May 18, 2019 3:01 am
Forum: Ideas and Suggestions
Topic: Improved Access to Train ID
Replies: 7
Views: 3797

Re: Improved Access to Train ID

The problem is IDs are designed to refer to a specific car composition, so you can't just keep it the same. If you merge 2 trains, for example, currently it deletes the old IDs and assigns a completely new one. If you have persistent user-defined ones, how is the system supposed to decide which one ...
by Theikkru
Fri May 17, 2019 6:17 pm
Forum: Ideas and Suggestions
Topic: The switch to the train.
Replies: 5
Views: 1910

Re: The switch to the train.

I may be missing something here, but if you want a train to wait instead of skipping a stop, what's wrong with just not turning off the stop?
by Theikkru
Fri May 17, 2019 6:06 pm
Forum: Ideas and Suggestions
Topic: Improved Access to Train ID
Replies: 7
Views: 3797

Re: Improved Access to Train ID

I don't think user-defined IDs would work very well since they get changed every time cars are attached or detached.
I would definitely like better exposure to the IDs though; having to rig up a stop and a power pole just to find the ID of a train is annoying.
by Theikkru
Wed May 15, 2019 4:50 pm
Forum: Not a bug
Topic: [0.17.38] Train repathing within chain signals not fixed as described
Replies: 11
Views: 4839

Re: [0.17.38] Train repathing within chain signals not fixed as described

The problem isn't that it's not recalculating enough, the problem is that it arrives at the wrong answer when it does recalculate; it doesn't matter how many times I make it redo the math if it's just going to make the same mistake.

At any rate, passing signals does not cause recalculation. Other ...
by Theikkru
Wed May 15, 2019 1:30 pm
Forum: Not a bug
Topic: [0.17.38] Train repathing within chain signals not fixed as described
Replies: 11
Views: 4839

Re: [0.17.38] Train repathing within chain signals not fixed as described

OK that makes sense....but what about the original example I gave? That is just about trains stopping in the roundabout because they didn't seem to follow the new rule (nothing to do with self collision).

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