Search found 432 matches

by foamy
Sat Jan 30, 2021 10:23 pm
Forum: Gameplay Help
Topic: Please explain to me how the electrical system works.
Replies: 18
Views: 5292

Re: Please explain to me how the electrical system works.

Actually, you can do that without combinators. Simply put a single Accumulator down near the Offshore Pumps providing water to your coal/wood/solid fuel power plant, and wire it to those Offshore Pumps. Set them to operate when A is less than some desired amount. If you have enough power generation...
by foamy
Wed Jan 27, 2021 11:44 pm
Forum: Balancing
Topic: Nerf the Portable Fusion Reactor?
Replies: 82
Views: 23184

Re: Nerf the Portable Fusion Reactor?

It's not a matter of realism, it's a matter of consistency. Everything in the game adheres to the laws of the conservation of matter and energy, except in this one occasion. Nuclear reactors don't. The neighbourhood bonus is pure magic. For that matter, solar panels are basically infinite free powe...
by foamy
Wed Jan 27, 2021 11:31 pm
Forum: Balancing
Topic: Steam Engine should not "scale down" automatically.
Replies: 26
Views: 17175

Re: Steam Engine should not "scale down" automatically.

BTW when I say "vanilla is too easy", I mean "vanilla is too easy for me, a seasoned player." I think it's about right for new players. I think this is, basically, the realm of modding, then. The New Player Experience is pretty critical to a game like this, and Factorio's NPE is...
by foamy
Wed Jan 27, 2021 11:26 pm
Forum: Gameplay Help
Topic: Please explain to me how the electrical system works.
Replies: 18
Views: 5292

Re: Please explain to me how the electrical system works.

That's not true. As you've read accumulators have the lowest priority. You do need to switch steam power if you want to use it only when the accumulators are empty. Once you get a significant amount of solar coal power is supposed to be a backup. If you don't use combinators they will both be used ...
by foamy
Wed Jan 27, 2021 1:21 pm
Forum: Balancing
Topic: Steam Engine should not "scale down" automatically.
Replies: 26
Views: 17175

Re: Steam Engine should not "scale down" automatically.

Ironically enough, nuclear fuel isn't all that valuable, once you run the math. In 10,000 ore, you'll get around 7 U-235 (and effectively unlimited amounts of -238, as long as you're not shooting it at biters), even before Kovarex processing. That's 70 fuel cells, which is 14,000 reactor-seconds (IO...
by foamy
Tue Jan 26, 2021 1:58 pm
Forum: Energy Production
Topic: Plug & Play 480 MW powerplant
Replies: 2
Views: 4511

Re: Plug & Play 480 MW powerplant

How much water consumption per minute? If it's 480MW, approximately 296,640 fluid units/min. Each train can bring in 100k, so it'd be about a train every twenty seconds for the reactor overall. I don't know how the internal balancing might impact that, though. Or, for that matter, if there's any in...
by foamy
Tue Jan 26, 2021 1:15 pm
Forum: Energy Production
Topic: Single-combinator reactor clock w/auto start, accomodates other logic.
Replies: 4
Views: 3295

Re: Single-combinator reactor clock w/auto start, accomodates other logic.

The trick with reverse logiic, e.g. load when no signal is smart. Some tip: You could use filter inserter set to "set filter" for loader. That way, filter inserter without filter is in deep sleep, therefore UPS friendly. Althou you would need to add another decider to invert the signal ag...
by foamy
Thu Jan 21, 2021 9:53 pm
Forum: Ideas and Suggestions
Topic: Add a flush/purge option for roboports to be vacated
Replies: 10
Views: 2173

Re: Add a flush/purge option for roboports to be vacated

It'd be nice to have, basically, a roboport version of an active provider chest. Why do you want to overstuff your network with bots? If they don't want to fly away, there are no job for them. And if all of them are accidentally parked into this port, you definitely have a serious problem with char...
by foamy
Thu Jan 21, 2021 9:59 am
Forum: Ideas and Suggestions
Topic: Add a flush/purge option for roboports to be vacated
Replies: 10
Views: 2173

Re: Add a flush/purge option for roboports to be vacated

It'd be nice to have, basically, a roboport version of an active provider chest. As it is my usual answer is to have two roboports, one for logistics and one for construction, with filter inserters pulling the unwanted ones and reinjecting them into the correct port, and then supplemental stuff adde...
by foamy
Sun Jan 17, 2021 9:28 am
Forum: Balancing
Topic: Make spitters take out more landmines before suiciding
Replies: 14
Views: 4326

Re: Make spitters take out more landmines before suiciding

@Kroub: As long as the game lets me carry a tank and thirty trains in my hip pocket, arguments founded on a 'realism' basis aren't going to go far :)
by foamy
Fri Jan 15, 2021 5:40 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 877033

Re: 4-way intersections: Throughput and deadlocks [image heavy]

You can, but not with RHD. Take mmmPI's layout, switch it to LHD, and you get full signalling. Is there an analysis of how this compares with an ordinary LHD roundabout without the extra cross-tracks throught the middle of the circle? Not analytically, no. Observational practice from emplacing the ...
by foamy
Fri Jan 15, 2021 1:00 am
Forum: General discussion
Topic: Use of active provider chests
Replies: 27
Views: 8836

Re: Use of active provider chests

I use 'em regularly, but for fairly limited purposes: 1. Trash train recycling, as others have mentioned; excess gunk from builds or deconstructions get hauled back, dumped into active providers, and cycled into the lognet storage as required. 2. Mall materials that I want to store in quantities wel...
by foamy
Wed Jan 06, 2021 1:55 am
Forum: Ideas and Suggestions
Topic: Snap to grid should default to relative again
Replies: 20
Views: 5021

Re: Snap to grid should default to relative again

blazespinnaker wrote:
Mon Jan 04, 2021 11:26 am
I think currently, he is saying that snap to grid is unchecked.

I can't think of a scenario that I've been happy that was true. I'm curious how folks use default none.
My usual no-snap stuff is various belt-painting configurations.
by foamy
Sun Jan 03, 2021 10:04 am
Forum: Implemented in 2.0
Topic: Redo functionality
Replies: 51
Views: 16259

Re: Redo functionality

Or so: The ugliest situation for me as player is when I hit undo and nothing happens. Was it just outside of my screen, did I overlook it, because the change was so small, did I hit the key correctly or did it undo nothing? See, that's just the scenario a redo button would help: You hit it and see ...
by foamy
Fri Jan 01, 2021 2:19 am
Forum: Implemented in 2.0
Topic: Redo functionality
Replies: 51
Views: 16259

Re: Redo functionality

That's a different topic on the same subject and you didn't quote it; how the heck was anyone supposed to know that's what you were replying to? Not sure what you mean. It is not the same subject, otherwise it had been joined together. But they are quite similar. I clearly quoted SoShootMe. SoShoot...
by foamy
Thu Dec 31, 2020 7:07 am
Forum: Gameplay Help
Topic: Lessons learned. Please tell me more.
Replies: 11
Views: 4272

Re: Lessons learned. Please tell me more.

My own refinery preference is to pick somewhere well out of the way (refineries are big, right up there with chip farms and smelting arrays) but with direct access to water. If there's a large enough lake I'll probably build it out with landfill, even. Bring in oil, by pipe at first but by train as ...
by foamy
Wed Dec 30, 2020 8:05 pm
Forum: Implemented in 2.0
Topic: Redo functionality
Replies: 51
Views: 16259

Re: Redo functionality

Redo doesn’t help you with that problem. Helpful for this is something, which shows you what you have undone (and what might be next). Yeah it does, because you can just hit *redo* until you get back to where you were expecting. See https://forums.factorio.com/viewtopic.php?p=529435#p529435 the las...
by foamy
Sun Dec 27, 2020 3:10 am
Forum: General discussion
Topic: Landfill, Stone, gear production issues
Replies: 6
Views: 2485

Re: Landfill, Stone, gear production issues

If my landfill needs grow beyond the abilities of an unbeaconed assembler, I'll just put down another. It's a helluva lot cheaper than trying to push one as far as possible, although I guess that's a neat engineering challenge. You can even just have a train unload directly into 'em; three stack ins...
by foamy
Sat Dec 26, 2020 7:36 pm
Forum: Gameplay Help
Topic: Why would I care about pollution?
Replies: 11
Views: 14360

Re: Why would I care about pollution?

I tend to compromise; I like the production efficiency of speed + prod mod synergizing (beaconed or otherwise), but I will usually slap triple eff-1s in my miners. Since mining patches are the ones that wind up having to move and be placed closer to biter nests, it reduces their local pollution (and...
by foamy
Sat Dec 26, 2020 7:30 pm
Forum: Ideas and Suggestions
Topic: Allow recipes to be chosen as blueprint icons and map tags
Replies: 14
Views: 4190

Re: Allow recipes to be chosen as blueprint icons.

GotLag wrote:
Sat Dec 26, 2020 1:27 pm
This is a good idea. The current design is a bad one - map and blueprint icons are not signals, they are icons, and as such should be allowed to select the full range of icons.

Yeah, it'd be nice. You can do some hacky workarounds, but they're *hacky*.

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