Search found 488 matches
- Tue Sep 13, 2022 4:42 pm
- Forum: Combinator Creations
- Topic: Colored gauge with small combinator footprint
- Replies: 5
- Views: 707
Re: Colored gauge with small combinator footprint
One thing that's always bothered me a little about gauges is that as the level runs down, especially once it turns red and is only a light or two left, it's harder to see. I know attaching a siren could help, but what would it take to: Make it so when the lamps turn red they also start flashing, an...
- Tue Sep 13, 2022 4:16 pm
- Forum: News
- Topic: Factorio is coming to Nintendo Switch™
- Replies: 82
- Views: 23588
Re: Factorio is coming to Nintendo Switch™
Tbh, while I am really happy for the team, and especially for Twinsen, that must have been a great and entertaining challenge, I am disappointed. For years we hear "Arm will not be optimised for, there will be no arm builds", because "Determinism, weak systems, yada yada" and yet...
- Mon Sep 12, 2022 6:53 pm
- Forum: Releases
- Topic: Version 1.1.69
- Replies: 25
- Views: 18363
Re: Version 1.1.69
Nice
- Mon Sep 12, 2022 6:41 pm
- Forum: This Forum
- Topic: My topics keep getting :trashbin:ed
- Replies: 17
- Views: 1447
Re: My topics keep getting :trashbin:ed
Since the "brother" posts were not different at all, were written in the same way, and happened at the same time as his usual postings, I think that is the classical imaginary brother at work as always
- Mon Sep 12, 2022 12:06 pm
- Forum: Ideas and Suggestions
- Topic: Train stop colour on map to indicate train on the way
- Replies: 2
- Views: 357
- Sun Sep 11, 2022 6:08 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: rate my defense outpost
- Replies: 7
- Views: 2335
Re: rate my defense outpost
Is there a dragon teeth thing for evolution close to 1? I am not successfull with any concept I have managed to invent so far...
- Sun Sep 11, 2022 10:47 am
- Forum: This Forum
- Topic: My topics keep getting :trashbin:ed
- Replies: 17
- Views: 1447
- Sun Sep 11, 2022 10:28 am
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 9114
Re: why prod modules are important
As for building new mines you should start up the map editor, put down a huge patch of ore and design a big mining outpost with rail station and defenses and all the bells an whistles included. Then take a blueprint of that. Go back to the game and you can establish a new mine with one click + conn...
- Sat Sep 10, 2022 10:15 pm
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 9114
Re: why prod modules are important
If you are at prod 3, there is no evolution happening anymore. But the frequency of the attacks increases, that is true. Harder (impossible, propably) to keep the cloud from reaching biters. In fact, drills become your main polluter, and everything else is miniscule in comparison. Maybe there is so...
- Sat Sep 10, 2022 10:02 pm
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 9114
Re: why prod modules are important
Starting again with one miner and a single prod 3 module, that miner has an effective speed of (1 + 10%) * (1 - 15%) = 0,935. To compensate we need to reach an effective speed of 1,1 (i.e. base mining speed plus prod bonus), thus add 0,165 effective speed, which is 0,165 / 0,935 ~ 0,1764 extra mine...
- Sat Sep 10, 2022 9:57 pm
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 9114
Re: why prod modules are important
@Nidan, thank you very much for the time you invested into the calculation. Except, you might not use solar panels. Then you consume fuel and produce additional pollution Also miners with prods produce more pollution in addition to more power, which increases biter evolution rate and aggression. Of ...
- Sat Sep 10, 2022 9:56 pm
- Forum: Technical Help
- Topic: Wind noise [1.1.68]
- Replies: 1
- Views: 301
Wind noise [1.1.68]
I swear to god, I did not change anything, and I update the game when the release hits, steam more or less does not let you play, if you do not. I played about every couple of days the last week, and there was no wind sound in my save. None. I play the same save, I did not change hardware, I did not...
- Sat Sep 10, 2022 1:34 pm
- Forum: Ideas and Suggestions
- Topic: New Feature: Allow reordering logistics requester slots
- Replies: 43
- Views: 12025
- Fri Sep 09, 2022 10:20 pm
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 9114
Re: why prod modules are important
There are 2 techs you rush - flamethrowers, and repair robots. Everything else comes along.
If you have a secure perimeter, you can stop producing, except for war stuff, and expand accordingly, slowly, painfully, but inevidably.
If you have a secure perimeter, you can stop producing, except for war stuff, and expand accordingly, slowly, painfully, but inevidably.
- Thu Sep 08, 2022 3:39 pm
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 9114
Re: why prod modules are important
You can forget tanks and "clearing up" biters manually at a certain point, and we are talking vanilla deathworld marathon here. Having a non-enclosed perimeter should also be avoided as quickly as possible. No undefended construction on dw, period. Tanks get useless very fast, spidertron a...
- Thu Sep 08, 2022 12:25 pm
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 9114
Re: why prod modules are important
I play without biters usually so losing PM3 is not a concern for me generally, but also expanding and getting new ore patch is easy that also tend to shift my judgment on that mathematical abstraction. Using PM3 everywhere including in mining drill makes it easier to maintain a certain throughput o...
- Thu Sep 08, 2022 11:13 am
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 9114
Re: why prod modules are important
Yeah, and I think that that is exactly the problem, we are judging a mathematical abstraction, kinda like the parallel uranium thread. I have not lost a single prod module over the 500 hours my recent factory stands. That means, that no matter what happens, the pd module is likely to exist and be us...
- Thu Sep 08, 2022 10:15 am
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 9114
Re: why prod modules are important
The math were done with the normal receipe cost, it compared how fast a prod 3 module pay for itself placed in an assembly machine 3 vs placed in a miner drill. If you have 1 PM3, would you place it first in an assembly doing green circuit or first in the mining drill ? Math with standard receipe c...
- Thu Sep 08, 2022 9:55 am
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 9114
Re: why prod modules are important
placing a PM3 module in an assembly 3 producing green circuit is more than 9 times better than placing it on a mining drill. Much more than 9 times. Firstly, you can straightforwardly get much better value from the PMs in the assemblers by interleaving with beacons; if you try to do that with miner...
- Fri Aug 26, 2022 7:15 pm
- Forum: Ideas and Suggestions
- Topic: [1.1.67] Train on auto won't refuel even if in range
- Replies: 10
- Views: 865
Re: [1.1.67] Train on auto won't refuel even if in range
I’m sure we already discussed it and came to the current solution, because of that cases. Actually something that has been requested several times that would solve the issue is being able to : - read the locomotive's contents (and add conditions on it obviously). Optimally, if I also could read the...