Search found 392 matches
- Sat Apr 03, 2021 10:47 am
- Forum: Ideas and Suggestions
- Topic: Consumption/Production / Electric Network Info / Power Meter
- Replies: 61
- Views: 23167
Re: Graphs: Power consumption totals
+1 another improvement to stat screen: in the list of items should show the most significant items. Currentntly, in the left column are most significant items sorted, but in the right not. When open the stat screen it shows me immediately in the top of the second column the lights consume 0,001% of ...
- Tue Mar 30, 2021 9:00 am
- Forum: Show your Creations
- Topic: Good and easily upgradable early to end game wall defence! Plus Laser - Mine defence!
- Replies: 4
- Views: 3677
Re: Good and easily upgradable early to end game wall defence! Plus Laser - Mine defence!
Idea of mine-cell wall is fresh, however, the Price of 80 con-bots is gianormous. This is simply because i overdid it with the enemies to the point their movement got blocked, i doubt such a thing would happen outside the editor. You won't be getting only behemoth enemies to block the way that easi...
- Sat Mar 27, 2021 11:47 am
- Forum: Show your Creations
- Topic: Good and easily upgradable early to end game wall defence! Plus Laser - Mine defence!
- Replies: 4
- Views: 3677
Re: Good and easily upgradable early to end game wall defence! Plus Laser - Mine defence!
Idea of mine-cell wall is fresh, however, the Price of 80 con-bots is gianormous.
- Fri Mar 26, 2021 3:13 pm
- Forum: Releases
- Topic: Version 1.1.28
- Replies: 14
- Views: 12402
Re: Version 1.1.28
The funny thing, lasers are not very strong, but everybody uses them, because they are easy to handle and have a ton of range. Just needs some (or very much) research, but this is a game about research. Flamer has bigger range, than laser. e.g. by your book - laser has a ton of range, flamer has tw...
- Thu Mar 25, 2021 9:17 am
- Forum: Releases
- Topic: Version 1.1.28
- Replies: 14
- Views: 12402
Re: Version 1.1.28
[*]Fixed that laser and fluid turret bonus, wasn't shown properly in the toooltip. This bonus is not used in vanilla which uses ammo category bonus. (https://forums.factorio.com/96566) [*]Fixed that part of the flamethrower turret and flamethrower ammo turret description, which describes the proper...
- Mon Mar 22, 2021 9:57 am
- Forum: Gameplay Help
- Topic: Isolated power networks and laser sentry turrets
- Replies: 4
- Views: 2083
Re: Isolated power networks and laser sentry turrets
I am working on a sentry laser wall based on XKnight 's design which disables power to all lasers except for one "sentry" laser which triggers the other lasers to wake up and shoot. Hello, I am glad someone does proper research to the topic. Some answears : battery charge only when there ...
- Wed Mar 17, 2021 8:42 am
- Forum: Show your Creations
- Topic: Chainsaw Spidertron Artillery Train! No turretts or walls!
- Replies: 4
- Views: 3805
Re: Chainsaw Spidertron Artillery Train! No turretts or walls!
less locomtives make it go slower so spiders can fallow more closely.
However the spinnig effect and the centrifugal force feel will be lost.
However the spinnig effect and the centrifugal force feel will be lost.
- Wed Mar 10, 2021 4:37 pm
- Forum: Gameplay Help
- Topic: Train Signals - Correct Way to Set Bi-directional Bypasses
- Replies: 15
- Views: 5991
Re: Train Signals - Correct Way to Set Bi-directional Bypasses
In which situation would it deadlock? Something like that: Screenshot from 2021-03-09 17-35-31.png Your previous design is immune to such deadlocks: it never allows two trains to occupy both bypass lanes in the same direction. as OP requests, bi-directional is side tracks. It means, make the main t...
- Fri Feb 26, 2021 1:46 pm
- Forum: Ideas and Suggestions
- Topic: Constructions robots get "lost" in unpowered roboports
- Replies: 24
- Views: 6252
Re: Constructions robots get "lost" in unpowered roboports
Energy buffer inside the roboport should be smaller than robo-drone need to recharge. Therfore right afte build, roboport connects itself into grid only if there is a powerline. As a side effect, robport off the grid will not be available for recharge - that is definition of "enough energy"...
- Fri Feb 26, 2021 1:19 pm
- Forum: Gameplay Help
- Topic: When can I (safely) start with nuclear power?
- Replies: 29
- Views: 10433
Re: When can I (safely) start with nuclear power?
Flickering lights is most probably reason of missing SR latch on the power plant connection. I mean the flickering when the lasers start to fight off biters. Every accumulator can provide 300kW and I have thousands of them. Lasers need a lot of power, but only for a very short time. - 150 batteries...
- Fri Feb 26, 2021 10:30 am
- Forum: Gameplay Help
- Topic: When can I (safely) start with nuclear power?
- Replies: 29
- Views: 10433
Re: When can I (safely) start with nuclear power?
Flickering lights is most probably reason of missing SR latch on the power plant connection.JimBarracus wrote: ↑Fri Feb 26, 2021 10:24 am
I also keep using solar, accumulators also prevent flickering lights.
- Fri Feb 26, 2021 10:20 am
- Forum: Gameplay Help
- Topic: When can I (safely) start with nuclear power?
- Replies: 29
- Views: 10433
Re: When can I (safely) start with nuclear power?
I work with a lot of accumulators in order to buffer the overproduction. Not a single second of burned uranium is wasted. Is there a reason you use accumulators rather than steam tanks? One steam tank at 500 degrees is something like 100+ accumulators if I am remembering correctly. 1 steam storage ...
- Thu Feb 25, 2021 11:13 pm
- Forum: Gameplay Help
- Topic: Nuclear Reactor Bug or clueless player?
- Replies: 3
- Views: 1634
Re: Nuclear Reactor Bug or clueless player?
A screenshot of your plant with a screen of the power chart would be easier. I am not going to download 180M :D Anyway, here is the plant which actually works. https://forums.factorio.com/viewtopic.php?f=208&t=96233 The perfect cloverleaf plant. Produce only as much as needed, no waste, no overh...
- Tue Feb 23, 2021 12:07 pm
- Forum: Energy Production
- Topic: Perfect Nuclear Cloverleaf v3, Modular 1-4 cores book : 40-480MW, All the bells and whistles
- Replies: 56
- Views: 27564
Re: Perfect Nuclear Cloverleaf, Book of modular 1-4 cores : 40-480MW, Losseless, two power grids, all the bells and whis
I left it up to the implementer to decide how to provide the boot power. My own practice was to hook into one of the turbines of the main reactor and use some circuitry to mode-switch whether that contributed to the main grid (normal operation) or was reserved for the reactor itself. The perfect po...
- Mon Feb 22, 2021 12:25 pm
- Forum: Energy Production
- Topic: Perfect Nuclear Cloverleaf v3, Modular 1-4 cores book : 40-480MW, All the bells and whistles
- Replies: 56
- Views: 27564
Re: Perfect Nuclear Cloverleaf, Book of modular 1-4 cores : 40-480MW, Losseless, two power grids, all the bells and whis
It's actually on this very forum , and yes, I'm quite confident it can run at 100% (well -- nearly. There's a few ticks of delay potentially caused by circuit lag) output because I've tested it to do so. 800turbines times 5,82MW gives 4654MW but your output is 4,3GW. e.g. 300MW about 6% of capacity...
- Sun Feb 21, 2021 11:54 am
- Forum: Combinator Creations
- Topic: Counter in seconds
- Replies: 7
- Views: 3438
Re: Counter in seconds
One combinator, does the same trick.
- Sat Feb 20, 2021 10:49 am
- Forum: Energy Production
- Topic: Perfect Nuclear Cloverleaf v3, Modular 1-4 cores book : 40-480MW, All the bells and whistles
- Replies: 56
- Views: 27564
Re: Perfect Nuclear Cloverleaf, Book of modular 1-4 cores : 40-480MW, Losseless, two power grids, all the bells and whis
My design is: x(58) * y(58) = z(3364) tiles taken My 2N layout is 302 tiles wide; at the tileable length of 14 reactors, it occupies 71 tiles in the other dimension (the 1 excess is shared when tiled). That gives a total area of 21,442 tiles. 28 reactors in a 2N layout is 4320MW, so that's a power ...
- Fri Feb 19, 2021 10:23 pm
- Forum: Ideas and Suggestions
- Topic: Set stack size to signal quantity with filter inserters
- Replies: 5
- Views: 2469
Re: Set stack size to signal quantity with filter inserters
To avoid overshoot, the stack size must not exceed the value of the signal for the item being picked up. Since you don't know which item that will be, you don't know which to use as the stack size signal. There's no practical way to avoid overshoot currently except setting a stack size of one, whic...
- Fri Feb 19, 2021 6:43 pm
- Forum: Gameplay Help
- Topic: Circuit Network Questions
- Replies: 4
- Views: 1631
- Fri Feb 19, 2021 3:23 pm
- Forum: Ideas and Suggestions
- Topic: Set stack size to signal quantity with filter inserters
- Replies: 5
- Views: 2469
Re: Set stack size to signal quantity with filter inserters
It is implemented other way.
lets asume signal of iron then
filter inserter use option "set filter"
and
use option "set stack" as a signal for stack
Then inserter is loading at full spead, iff possible but load exact amount in the end. No overshoot.
lets asume signal of iron then
filter inserter use option "set filter"
and
use option "set stack" as a signal for stack
Then inserter is loading at full spead, iff possible but load exact amount in the end. No overshoot.