Search found 231 matches
- Fri May 18, 2018 11:00 pm
- Forum: General discussion
- Topic: FFF Topic Request
- Replies: 16
- Views: 5251
Re: FFF Topic Request
I haven't read the thread the picture originated from, but it really isn't necessay for any level of factorio gameplay. The picture is enough. You say boilers are coded to have negative pressure? I didn't know that, but the fact that most consumers "suck" in fluid from pipes are very appar...
- Fri May 18, 2018 10:33 am
- Forum: General discussion
- Topic: FFF Topic Request
- Replies: 16
- Views: 5251
Re: FFF Topic Request
Care to elaborate? What is bad about fluids? Doesn't it make sense that they try to approximate real fluid dynamics? They they have a feeling of actually flowing. Of course it is going to be more messy than eg the constant speed of belts, but with the chart I quoted there is no problem. (sorry for n...
- Thu May 17, 2018 11:47 pm
- Forum: Gameplay Help
- Topic: On the capacity of trains
- Replies: 31
- Views: 10370
Re: On the capacity of trains
You cannot insta-stop a train with stations if you at the same time use them to keep the train going forward. Insta-stopping would require the station order to go backwards. Since you cannot insta-stop trains you have to account for breaking time, which is exactly what signals do naturally, so you h...
- Thu May 17, 2018 10:03 pm
- Forum: Gameplay Help
- Topic: On the capacity of trains
- Replies: 31
- Views: 10370
Re: On the capacity of trains
Even if you don't abuse zero braking distance, removing signals allows trains to follow each other with no gaps. Of course keeping them at minimal distance from each other without crashing is a non-trivial problem. Unless you can say some way of preventing it that wouldn't defeat the entire purpose...
- Thu May 17, 2018 5:22 pm
- Forum: Gameplay Help
- Topic: 12 to 8 balancer
- Replies: 1
- Views: 4574
Re: 12 to 8 balancer
12 belts are perfectly balanced onto 8 wagons by having 1.5 belts per wagon, so jut use a 12 to 12 balancer.
What I do is I use a 16-16 balancer for all stations and just leave inputs empty if I don't need them. Standardization is king imo.
What I do is I use a 16-16 balancer for all stations and just leave inputs empty if I don't need them. Standardization is king imo.
- Thu May 17, 2018 2:52 pm
- Forum: Balancing
- Topic: Inserter drop point inconsistency
- Replies: 40
- Views: 13795
Re: Inserter drop point inconsistency
Because it is inconsistent with how they behave with belts going other ways. And if you want items only on one side then side loading is just as effective there. That is no argument for or against the behaviour of inserters. You feel it is inconsistent, but it is not any more inconsistent. And yes ...
- Thu May 17, 2018 2:27 pm
- Forum: Gameplay Help
- Topic: On the capacity of trains
- Replies: 31
- Views: 10370
Re: On the capacity of trains
You can jump a station closer at the last minute and have a dead stop switch right before the closer stop. Too much effort though. A train following directly behind a train that is leaving won't be slowed down much by a slightly longer stopping distance. His breaking force is still what will determi...
- Thu May 17, 2018 7:50 am
- Forum: General discussion
- Topic: FFF Topic Request
- Replies: 16
- Views: 5251
Re: FFF Topic Request
Sorry, it is # of items as a function of fluid flow per tick.Maddhawk wrote:Umm, what are we looking at? What are axis labels?
- Thu May 17, 2018 7:40 am
- Forum: General discussion
- Topic: Prod3 in mid/late-game science-pack production?
- Replies: 15
- Views: 6061
Re: Prod3 in mid/late-game science-pack production?
Yes, like I said it's small gain for small cost. I certainly have no consistency when it comes to mining. Some mines have prod modules, some don't and it's not really for any rational reason. 800% is a fun one since that is when you need exactly 1 miner per furnace if you are using full prod modules...
- Thu May 17, 2018 7:10 am
- Forum: General discussion
- Topic: FFF Topic Request
- Replies: 16
- Views: 5251
Re: FFF Topic Request
This is all the info you need which is not readily available in-game:
- Thu May 17, 2018 12:34 am
- Forum: Balancing
- Topic: Inserter drop point inconsistency
- Replies: 40
- Views: 13795
Re: Inserter drop point inconsistency
Why should inserters not take belt direction into account? There are many benefits to having them always place on the right side. Many people like to use the ability to place on half a belt, using the other half for another product. Right now this is easy and doesn't require you to consider which si...
- Wed May 16, 2018 11:47 pm
- Forum: General discussion
- Topic: Prod3 in mid/late-game science-pack production?
- Replies: 15
- Views: 6061
Re: Prod3 in mid/late-game science-pack production?
once you get the higher mining productivity bonuses the difference those modules make is negligable. Once you get high mining productivity the effective speed is still high, so you might as well put in some productivity modules. Except the prod bonus from the modules is additive with the one from m...
- Wed May 16, 2018 8:41 pm
- Forum: General discussion
- Topic: Prod3 in mid/late-game science-pack production?
- Replies: 15
- Views: 6061
Re: Prod3 in mid/late-game science-pack production?
Once you get high mining productivity the effective speed is still high, so you might as well put in some productivity modules.Aeternus wrote:once you get the higher mining productivity bonuses the difference those modules make is negligable.
- Wed May 16, 2018 7:24 am
- Forum: Balancing
- Topic: Remove or tweak heavy oil to solid fuel recipe.
- Replies: 45
- Views: 13346
Re: Remove or tweak heavy oil to solid fuel recipe.
I think tweaking coal liquefaction to produce power is a different issue from the heavy oil to solid fuel recipe. Also it is not really a balance issue so much as it is a suggestion, because there's is nothing unbalanced with the purpose of coal liquefaction being a way to supplement crude oil rathe...
- Wed May 16, 2018 7:09 am
- Forum: Gameplay Help
- Topic: No oil in world
- Replies: 6
- Views: 10896
Re: No oil in world
...or post the map exchange string
- Wed May 16, 2018 7:07 am
- Forum: General discussion
- Topic: True end of Factorio
- Replies: 17
- Views: 7472
Re: True end of Factorio
I am fine with factorio end being a sandbox builder. it would make sense if there were some more late game thing being the trigger for the "victory" screen though.
- Wed May 16, 2018 6:59 am
- Forum: General discussion
- Topic: Prod3 in mid/late-game science-pack production?
- Replies: 15
- Views: 6061
Re: Prod3 in mid/late-game science-pack production?
Productivity 3 is very expensive. Up to 20 p2 modules can be used in the labs without you having to pay extra (you need 20 for the p3 in the rocket silo), so turning them into p3 is a lot of investment for a small benefit. The time between when you can build modules and you have finished the rocket ...
- Mon May 14, 2018 7:06 pm
- Forum: Ideas and Suggestions
- Topic: Fixing the power bars.
- Replies: 19
- Views: 5606
Re: Fixing the power bars.
This suggestion accomplish what few others have done: Providing more information without cluttering the screen and/or taking up more space. There is always going to be pressure on providing more and more information, and looking at each individual case you may agree that it is good information to ha...
- Mon May 14, 2018 5:50 pm
- Forum: General discussion
- Topic: efficiency of dragon's teeth on biters
- Replies: 32
- Views: 15959
Re: efficiency of dragon's teeth on biters
Why do you want biters to have better pathfinding?
- Mon May 14, 2018 5:40 pm
- Forum: General discussion
- Topic: 0.16 Best map gen setting for beginners and design tests
- Replies: 8
- Views: 17947
Re: 0.16 Best map gen setting for beginners and design tests
Load the map-exchange string into Sandbox mode and then explore. Its so much faster. Use cheat command to reveal map, then use cheat command to speed up game time. ... Frequency lumps things together or pushes things apart. Very basic. I haven't noticed 0.16 to ignore my choices other than biter ba...