Search found 48 matches

by llVIU
Mon Sep 02, 2019 11:01 am
Forum: Not a bug
Topic: [0.17.66] Ghost rail planner fails to find direct path
Replies: 14
Views: 2351

Re: [0.17.66] Ghost rail planner fails to find direct path

yeah, that's what i do because it makes a straight line without worrying that it goes off in some other direction, or be misaligned etc.
by llVIU
Sun Sep 01, 2019 9:42 pm
Forum: Not a bug
Topic: [0.17.66] Ghost rail planner fails to find direct path
Replies: 14
Views: 2351

Re: [0.17.66] Ghost rail planner fails to find direct path

Am I the only one around here that uses shift button to plan paths? For example: you hold a belt in your cursor/hand/mouse, hold shift, make a line. Now you got a line of belts being planned, and builder robots start working. Same thing with train tracks. Why do I do this? Because there's constant t...
by llVIU
Sun Sep 01, 2019 10:36 am
Forum: Not a bug
Topic: [0.17.66] Ghost rail planner fails to find direct path
Replies: 14
Views: 2351

Re: shift+train tracks?

but I remember in 0.16 before using bots that it would never try to go in a circle, and I wasn't using bots of holding shift. But now it seems like it will make a circle unless I put the perfectly reasonable point. One square too much left or right and it starts making circles. I mean come on, does ...
by llVIU
Sun Sep 01, 2019 9:38 am
Forum: Not a bug
Topic: [0.17.66] Ghost rail planner fails to find direct path
Replies: 14
Views: 2351

[0.17.66] Ghost rail planner fails to find direct path

Hello, when building tracks I just let builder robots do their work, clearing trees and laying tracks... so I hold down shift. But for some reason, very frequently the tracks keep trying to go in a circle (similar to pic). Why is this? It's not necessarily because it cannot go any other way, but it ...
by llVIU
Fri Aug 30, 2019 6:38 pm
Forum: Gameplay Help
Topic: how many chem plants would you use...?
Replies: 8
Views: 2466

Re: how many chem plants would you use...?

and I'm asking *in general* what ratio would you use. Do you use 1 oil rafinery for each 1000000000000000000000 chem plants or do you use 10000000000000000000000000 oil rafineries for 1 chem plants? Or you're new to the game so you're not sure? If you aren't sure then it's ok, no need to reply, than...
by llVIU
Fri Aug 30, 2019 4:21 pm
Forum: Gameplay Help
Topic: how many chem plants would you use...?
Replies: 8
Views: 2466

Re: how many chem plants would you use...?

no because those things fluctuate too much, one game I might be using lots of red cards, in another game I might not. It might be better to use beacons and efficiency modules but I don't see crude oil being THAT valuable. Those are generally for higher end products that have costed a lot of resource...
by llVIU
Fri Aug 30, 2019 4:02 pm
Forum: Gameplay Help
Topic: how many chem plants would you use...?
Replies: 8
Views: 2466

how many chem plants would you use...?

I'm making some blueprints, one has 38 oil rafineries with speed module 3 which is the max possible from one single oil pipe input. I'm wondering what kind of ratio do you guys use when setting up the chem plants that convert heavy oil to light oil and light oil to petrolium gas. It's not really som...
by llVIU
Thu Aug 29, 2019 10:45 pm
Forum: Gameplay Help
Topic: Can't go past 90% efficiency... why?
Replies: 8
Views: 1629

Re: Can't go past 90% efficiency... why?

And my personal opinion - putting copper wire on belts is just.. wrong :P My personal opition - having that opinion is just.. wrong :p ______ @OP: So if you don't have enough inserters, use more. As always. If you don't have space to use more then just be proud of how far you got? Just because you ...
by llVIU
Thu Aug 29, 2019 9:04 pm
Forum: Gameplay Help
Topic: Can't go past 90% efficiency... why?
Replies: 8
Views: 1629

Re: Can't go past 90% efficiency... why?

And my personal opinion - putting copper wire on belts is just.. wrong :P My personal opition - having that opinion is just.. wrong :p ______ @OP: So if you don't have enough inserters, use more. As always. If you don't have space to use more then just be proud of how far you got? Just because you ...
by llVIU
Thu Aug 29, 2019 5:52 pm
Forum: Gameplay Help
Topic: Can't go past 90% efficiency... why?
Replies: 8
Views: 1629

Re: Can't go past 90% efficiency... why?

yeah those are fundamental problems, it would be better to have a buffer like a chest, it would make the inserters move faster but how would I do that? I have no room. I also have loaders available for use but again, no room. I agree it's not ideal to put copper wire on belts but red cards don't nee...
by llVIU
Thu Aug 29, 2019 5:31 pm
Forum: Gameplay Help
Topic: Can't go past 90% efficiency... why?
Replies: 8
Views: 1629

Can't go past 90% efficiency... why?

I have this mod with depos (factorisimo) so I try to make blueprints and put things as tight as possible. *THEORETICALLY* I can get 2 full blue belts with red cards. 5400 red cards per minute. But in practice...? I can't get past 4900. That's 90% efficiency. The main problem is that stack inserters ...
by llVIU
Tue Aug 27, 2019 9:46 pm
Forum: Show your Creations
Topic: Pitiful, first creations
Replies: 4
Views: 3023

Pitiful, first creations

I had a look at one of my old saves and... oh my god. At the time, I came up with this ''neat'' way to automize things. How ridiculous. And of course the ''ingenious'' mine/smelter design. I was so new to the game that I didn't even know you're supposed to research the items first, I just had it all...
by llVIU
Sat Aug 24, 2019 8:50 am
Forum: Maps and Scenarios
Topic: Decu scenario?
Replies: 0
Views: 1749

Decu scenario?

Hello, there is a variant of diggy called ''decu'', I once joined this game on multiplayer, downloaded the map automatically and that's what it's called. I can't find on google any official website or such so I'm posting here to find out more details. The map itself in short... you spawn on ''surfac...
by llVIU
Sat Aug 17, 2019 2:53 pm
Forum: Technical Help
Topic: how to teleport from one layer to another?
Replies: 1
Views: 462

how to teleport from one layer to another?

Hello, in map editor you have multiple layers, nauvis is the normal layer. Some scenarios have other layers, used as undergorund. I got a map where you spawn normally on the custom layer, I made a multiplayer game and my friends are stuck on the nauvis layer. I know the command /c game.player.telepo...
by llVIU
Fri Aug 09, 2019 1:22 pm
Forum: Fan Art
Topic: factorio splash screen recreation?
Replies: 6
Views: 4051

Re: factorio splash screen recreation?

thanks for moving it but it's not art... I was just wondering if someone could show me a much better recreation of the splash screen. As for the pipes going in the oil rafinery... they make no sense, the perspective makes it difficult to see where things are going. Which reminds me... the graphics a...
by llVIU
Thu Aug 08, 2019 7:03 pm
Forum: Fan Art
Topic: factorio splash screen recreation?
Replies: 6
Views: 4051

factorio splash screen recreation?

I wondered many times... how does the factory in the splash screen look like? There's buildings that don't exist in the game, and lots of the things don't make sense at all. Also, it seems like the photo was taken from some angle that you don't normally look at in the game (judging by the storage ta...
by llVIU
Tue Jul 30, 2019 12:44 pm
Forum: Gameplay Help
Topic: off-shore pumps per 1 pipe?
Replies: 19
Views: 3749

Re: off-shore pumps per 1 pipe?

Yes, I tested and this is the absolute minimum that I can come up with. Thanks for the tip. I saw from some previous post but it didn't have any logic. The 5 hidden pipes underground do exist. This is just a bug in the game and I'm certain that at one point it will be fixed. It's not like there are ...
by llVIU
Tue Jul 30, 2019 12:01 pm
Forum: Gameplay Help
Topic: off-shore pumps per 1 pipe?
Replies: 19
Views: 3749

Re: off-shore pumps per 1 pipe?

I'm no way an expert but you probably intentionally disconnected the west pump there? Look at your pic, it's missing 1 pipe section. If I were you, I'd first remove all steam tanks in order to get a quick real time reaction on the graphs, then add pumps like I did with max 2 pipes gaps, not 3 or mor...
by llVIU
Tue Jul 30, 2019 11:49 am
Forum: Gameplay Help
Topic: off-shore pumps per 1 pipe?
Replies: 19
Views: 3749

Re: off-shore pumps per 1 pipe?

hard for me to understand but how about this: minimizing the numbers of pipes used, and having pumps to reaccelerate water. From testing, this is the best that I came up with: the requirement is to have a max of 2 pipes between pumps, otherwise power is lower and lower... 4 pipe gap = 60% ish power....
by llVIU
Tue Jul 30, 2019 11:05 am
Forum: Gameplay Help
Topic: off-shore pumps per 1 pipe?
Replies: 19
Views: 3749

Re: off-shore pumps per 1 pipe?

so let me get this straight (I added photos after you replied) the reason why I get low power is because 1 pump fills up the pipe 100% anyway, so putting 2 pumps in the same spot won't make much of a difference. However when I put 2 parallel pipes, after 17 pieces the flow is low. But I have 2x low ...

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