Search found 945 matches
- Sat Mar 05, 2016 11:02 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 203453
Re: Friday Facts #128 - Back down to earth
Along the same lines as this "Loader" I've had an idea. A device that would pull from an underground belt beneath it and then output to the arrow. There are a lot of ways the underground layer of Factorio could be better used. This is actually a good way to tie in with my earlier suggesti...
- Sat Mar 05, 2016 3:22 pm
- Forum: Show your Creations
- Topic: How do you build your factory(s)?
- Replies: 15
- Views: 22369
Re: How do you build your factory(s)?
(see viewtopic.php?f=8&t=20663&p=131435#p131435 for some screenshots of a more "compartmentalized" factory with lots of trains )
- Sat Mar 05, 2016 2:30 pm
- Forum: Show your Creations
- Topic: WIP: compartmentalized factory
- Replies: 7
- Views: 9673
Re: WIP: compartmentalized factory
Progress: Blue science The basics are done. We now have the following factories / companies: - Codelco: copper smelting - Corus: iron/steel smelting - Rail Works - Stone works (stone, brick, concrete) - Silicon valley, including Intel (red circuits) and research - DHL Logistics (belts, inserters) -...
- Fri Mar 04, 2016 5:08 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 203453
Re: Friday Facts #128 - Back down to earth
As a 2x1 item i don't think the loader isn't overpowered as it usually won't be used over a 1x1 inserter. It will also make belts more viable when compared to robots. Because it's expensive it won't be used in early game and it's really needed in late game when you are working with belts. Loader DO...
- Thu Mar 03, 2016 8:49 am
- Forum: This Forum
- Topic: images truncated
- Replies: 10
- Views: 3634
Re: images truncated
Perfect. Generating a link to the original source would be nice, but people can always right-click + open as. I think "most" forums work with scroll bars, e.g. http://forums.civfanatics.com/showpost.php?p=14164227&postcount=15, but I think this solution (especially if you would add a l...
- Tue Mar 01, 2016 1:45 pm
- Forum: Gameplay Help
- Topic: ratio of coal mines to steam engines
- Replies: 15
- Views: 11684
Re: ratio of coal mines to steam engines
Thanks (didn't have the game here, so couldn't check) Well speed modules apparently help quite a bit by themselves, a beacon might be too much unless it can affect multiple (3+?) jacks, but it is quite a high threshold. If you have "extra" wells, why not simply add more boilers+engines to ...
- Tue Mar 01, 2016 10:38 am
- Forum: Balancing
- Topic: Make Spawners scale with Evolution Factor
- Replies: 15
- Views: 20512
Re: Make Spawners scale with Evolution Factor
What is wanted to be achieved with this? What kind of gameplay wants to be targeted? My answer is a bit late, but what this would do for me is increase immersion. I agree that the real challenge is fighting off the worms and behemoths guarding the nests, but even so the nests (spawners) simply feel...
- Tue Mar 01, 2016 10:17 am
- Forum: Gameplay Help
- Topic: ratio of coal mines to steam engines
- Replies: 15
- Views: 11684
Re: ratio of coal mines to steam engines
re beacons: what is the real electricity use of a beacon? The wiki reports 480W (i.e. half a kW), but that doesn't sound right, or is the main cost in the extra use of the pumpjack? re efficiency: yeah, especially since the only downside is refinery/chemplant speed, and your depleted field will not ...
- Tue Mar 01, 2016 9:57 am
- Forum: Gameplay Help
- Topic: ratio of coal mines to steam engines
- Replies: 15
- Views: 11684
Re: ratio of coal mines to steam engines
Excellent, thanks. I guess speed (and efficiency?) modules are really needed to make oil power worth it, rk84 (as cited by daniel34) reports running ~8 engines on 2 wells with sp3 modules, of which ~1 is needed for production power. Since the 2-4 depleted wells you often get are quite useless for re...
- Tue Mar 01, 2016 8:42 am
- Forum: This Forum
- Topic: images truncated
- Replies: 10
- Views: 3634
images truncated
Large images seem to be capped at a maximum width without a scrollbar, leaving only the left-hand side visible. For example: https://forums.factorio.com/viewtopic.php?f=8&t=20663 links to http://i.amcat.nl/battery%20plant.png, but on screen I only see the left half: http://i.imgur.com/WyGXwig.jp...
- Mon Feb 29, 2016 9:47 pm
- Forum: Gameplay Help
- Topic: steam engines in multiple networks
- Replies: 3
- Views: 1204
Re: steam engines in multiple networks
FTI: it does indeed seem to work fine. I build 10 steam engines on 14 boilers, the first connected to the inserters, the other 9 to a dummy load of radars. They were able to get 100%, and adding an eleventh even allowed for the full 5.1MW (presumably minus the trivial inserter load). This seems to b...
- Mon Feb 29, 2016 8:44 pm
- Forum: Show your Creations
- Topic: WIP: compartmentalized factory
- Replies: 7
- Views: 9673
WIP: compartmentalized factory
Inspired by the how do you build your factory thread I decided to try something new, with specialized sub-factories on separate islands linked with an extensive rail network. Setting : (very?) high water, (very?) high fragmentation, RSO, all else normal (I think). This yields a sort of archipelago w...
- Mon Feb 29, 2016 5:25 pm
- Forum: Gameplay Help
- Topic: steam engines in multiple networks
- Replies: 3
- Views: 1204
steam engines in multiple networks
Suppose I have a "normal" setup line of e.g. 14 boilers to 10 steam engines (all connected serially), for 5.1MW max capacity. If I only connect 2.5MW load, the engines will run at ~50% capacity, and use ~50% fuel, right? Now what happens if I connect different steam engines in the same 'li...
- Mon Feb 29, 2016 2:48 pm
- Forum: Show your Creations
- Topic: Balanced Warehousing Station (un)loading
- Replies: 4
- Views: 6972
Re: Balanced Warehousing Station (un)loading
This certainly helps :) Maybe you should have a good look at https://wiki.factorio.com/index.php?title=Virtual_signals#Each and clariy there? It would already help to have the right pictures next to each heading, and I think the wiki does not list some of the cases you descibe above (but maybe I'm j...
- Mon Feb 29, 2016 2:43 pm
- Forum: Gameplay Help
- Topic: ratio of coal mines to steam engines
- Replies: 15
- Views: 11684
Re: ratio of coal mines to steam engines
So how many 0.1/s wells do you need to feed a steam engine via (refining+cracking+)solid fuel, optionally with speed/efficiency modules?
- Mon Feb 29, 2016 7:47 am
- Forum: Show your Creations
- Topic: Balanced Warehousing Station (un)loading
- Replies: 4
- Views: 6972
Re: Balanced Warehousing Station (un)loading
Great! Smart idea to average the contents and compare to that. That even allows you to place the whole thing in between the two warehouses, very neat! I didn't know about the everything/anything signals, these sound very useful (although I would have picked other symbols, e.g. the inverted-A forall ...
- Sun Feb 28, 2016 2:57 pm
- Forum: Show your Creations
- Topic: How do you build your factory(s)?
- Replies: 15
- Views: 22369
Re: How do you build your factory(s)?
Right. Why not just "cross out" some of the capacity of the output chests?
Also, do you centralize goods that the player would want (e.g. weapons, outpost building stuff) in a sort of "reloading" station?
Also, do you centralize goods that the player would want (e.g. weapons, outpost building stuff) in a sort of "reloading" station?
- Sun Feb 28, 2016 2:54 pm
- Forum: Railway Setups
- Topic: Stations, Junctions, and all things deadlock - IMAGE HEAVY
- Replies: 43
- Views: 153273
Re: Stations, Junctions, and all things deadlock - IMAGE HEAVY
AFAIK, the "loops is bad" meme is from a version where chain signals did not exist yet. In that case, loops can always cause deadlock if a train can't exit a loop because of another train trying to exit the loop. With proper chain signals, the train would never enter the loop if there is n...
- Sun Feb 28, 2016 2:40 pm
- Forum: Gameplay Help
- Topic: ratio of coal mines to steam engines
- Replies: 15
- Views: 11684
Re: ratio of coal mines to steam engines
Thanks! As a somewhat useful corollary, I was curious how many engines a belt can supply (as I sometimes find that I run into trouble if coal is not supplied quickly enough in a long period of heavy use). A steam engine requires 510KJ/s, a coal provides 4MJ (with 50% efficiency), so a steam engine r...
- Sun Feb 28, 2016 2:30 pm
- Forum: Show your Creations
- Topic: Balanced Warehousing Station (un)loading
- Replies: 4
- Views: 6972
Balanced Warehousing Station (un)loading
I use the warehousing mod to get huge (6x6) storage areas which are ideal for station (un)loading since you don't have to mess with splitters, etc. Also, it looks cool. However, I use multiple wagons (two, in this case) and it tickles my OCD if the warhouse stocks are not in balance (e.g. front ware...