Search found 945 matches
- Sun Mar 15, 2020 12:37 pm
- Forum: Railway Setups
- Topic: 2x2 Railway, Auto-Snap to the Grid
- Replies: 3
- Views: 6326
Re: My 4 lanes version of chunk aligned railway
Nice, thanks! I was doing the same (after discovering that chunk alignment is actually quite important, mostly for ensuring radar coverage for automatic building) One point of feedback: You can place normal (i.e. non-chain) signals directly after the last crossing in each intersection, since after t...
- Sun Dec 22, 2019 11:33 am
- Forum: Ideas and Suggestions
- Topic: Belt placement as a sizeable brush
- Replies: 10
- Views: 3491
Re: Belt placement as a sizeable brush
Yeah that video is a mess.
You can use ~infinite bots from stationary roboports, so why not make a 64 wide (or whatever that was) blueprint with roboports integrated so you can fire and forget?
You can use ~infinite bots from stationary roboports, so why not make a 64 wide (or whatever that was) blueprint with roboports integrated so you can fire and forget?
- Tue Nov 12, 2019 9:24 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 100
- Views: 36138
Re: UPS Wars 3 - Electronic Circuits
39991.665 ms - DaveMcW trains only I don't have access to factorio for the coming weeks, so I can't check the save - but I did have a question. How do you control the trains? Regular signals, or circuit timing? And did you consider having a dedicated rail for each production line so you don't need ...
- Sat Oct 12, 2019 12:42 pm
- Forum: Gameplay Help
- Topic: Flamethrower turret - Heavy or light oil?
- Replies: 5
- Views: 3944
Re: Flamethrower turret - Heavy or light oil?
which is why I always use crude: easiest on logistics, can often find a local source, no danger of running out if other processes back up
- Thu Oct 10, 2019 9:00 am
- Forum: General discussion
- Topic: Robot energy math
- Replies: 7
- Views: 2540
Re: Robot energy math
I generally have a armor dedicated purely to bots: two fusion reactors, one or maybe two exos, a bunch of batteries and multiple personal roboports. I have no trouble with largish build projects, and usually run out of inventory before running out of bot power...
- Mon Sep 02, 2019 7:18 pm
- Forum: Show your Creations
- Topic: Deploying large scale mining operations?
- Replies: 8
- Views: 6328
Re: Deploying large scale mining operations?
What I do* is combine a number of blueprints that automate most of the chore of outpost construction while staying fully vanilla: 1. Use personal conbots to create a small starter outpost (station, radar, roboport, supply train unloading) 2. Setup train routes to/from the outpost, unless all outpost...
- Wed Jul 31, 2019 11:11 pm
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 136832
Re: Version 0.17.60
Pretty sure it's too late for my opinion on the oil changes to have any weight, but here goes: 1. I agree with the devs that (1) blue science has always been a huge difficulty bump (the "oil wall"), and (2) that it's weird that players are supposed to learn managing multiple outputs before...
- Thu Jul 11, 2019 10:09 pm
- Forum: Releases
- Topic: Version 0.17.56
- Replies: 44
- Views: 22185
Re: Version 0.17.56
All rail bounding boxes are now hardcoded/not moddable. This is to avoid unexpected collision/rail block merging behaviour. I bet that means that the Rail Bridge mod doesn't work anymore. :( Any reason for removing this? I understand it was an unintended feature, but it also feels harmless after fi...
- Sat Jul 06, 2019 1:31 pm
- Forum: News
- Topic: Friday Facts #302 - The multiplayer megapacket
- Replies: 39
- Views: 17971
Re: Friday Facts #302 - The multiplayer megapacket
Why does the game state need to know what entity the player has selected anyhow? If the player executes an action, pass that action to the server rather than passing the player.selected property. This seems like an unnecessary linkage between view and controller of model/view/controller design. I h...
- Sat Jun 29, 2019 3:28 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 387801
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Feature request: might it be possible to add statistics counters on sources/sinks, so you can see exact number of items created/consumed in past minute / 10 minutes? In a way this would be a workaround for the production screen not showing full accuracy, so you can't tell the difference between 1101...
- Mon Jun 24, 2019 10:58 pm
- Forum: News
- Topic: Friday Facts #300 - Special edition
- Replies: 49
- Views: 24074
Re: Friday Facts #300 - Special edition
After thousands hours spent in Factorio in the past 5 years, here is what this FFF learn to me :"mobile version of supaplex" O,o Factorio is one of the least mobile-like games I know. I assume you meant it's like a spiritual successor or something? But the wording is bad. Doesn't make muc...
- Tue Jun 18, 2019 8:25 am
- Forum: General discussion
- Topic: Challenge: maximum net energy from a blue belt of coal
- Replies: 71
- Views: 25488
Re: Challenge: maximum net energy from a blue belt of coal
Deleting the rocket fuel production indeed had a net positive effect, getting me to 703: I was hoping using one fewer refinery (with an extra beacon) might give me better results, but I would obviously have to optimize my other beacons (a lot) If you connect the heavy oil at the top instead looping...
- Fri Jun 14, 2019 6:08 pm
- Forum: Energy Production
- Topic: Compact 4.8 GW Nuclear Reactor
- Replies: 37
- Views: 53144
Re: Compact 4.8 GW Nuclear Reactor
There's a mod that adds landfill to all tiles under a blueprint, quite useful for situations like this!
- Fri Jun 14, 2019 10:37 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 879104
Re: 4-way intersections: Throughput and deadlocks [image heavy]
It can drastically improve small intersection, but in mine intersection and some others the limitation of throughput is merging lanes. I consider using this as cheating and taking away challenge. Yeah it would be more of a gimmick / proof of concept. But in a way you can see this as a railway bridg...
- Fri Jun 14, 2019 9:26 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 879104
Re: 4-way intersections: Throughput and deadlocks [image heavy]
This might be patched really quickly, but it must be possible to use this 'feature' to improve intersections quite dramatically, no?
https://www.reddit.com/r/factorio/comme ... on_design/
https://www.reddit.com/r/factorio/comme ... on_design/
- Fri Jun 14, 2019 7:26 am
- Forum: General discussion
- Topic: Challenge: maximum net energy from a blue belt of coal
- Replies: 71
- Views: 25488
Re: Challenge: maximum net energy from a blue belt of coal
Why do you use speed modules and beacons here? They increase energy cost per produced item. If you need throughput, just build bigger assembler array. The payoff is in the production modules. They increase the number of solid fuel you get per coal (both by giving more oil products per coal and by g...
- Thu Jun 13, 2019 6:19 pm
- Forum: General discussion
- Topic: Challenge: maximum net energy from a blue belt of coal
- Replies: 71
- Views: 25488
Re: Challenge: maximum net energy from a blue belt of coal
Deleting the rocket fuel production indeed had a net positive effect, getting me to 703:
I was hoping using one fewer refinery (with an extra beacon) might give me better results, but I would obviously have to optimize my other beacons (a lot)
I was hoping using one fewer refinery (with an extra beacon) might give me better results, but I would obviously have to optimize my other beacons (a lot)
- Wed Jun 12, 2019 3:56 pm
- Forum: Energy Production
- Topic: Compact 4.8 GW Nuclear Reactor
- Replies: 37
- Views: 53144
Re: Compact 4.8 GW Nuclear Reactor
if you open the blueprint and (right?) click on the walls, concrete etc in the top overview they are all removed from the print
- Tue Jun 11, 2019 6:09 am
- Forum: General discussion
- Topic: Challenge: maximum net energy from a blue belt of coal
- Replies: 71
- Views: 25488
Re: Challenge: maximum net energy from a blue belt of coal
Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%. Rocket fuel was nerfed in Factorio 0.17, it is no longer profitable to convert solid fuel to rocket fuel. You might come out ahead if you play version 0.16, even with less coal on a blue belt! Accor...
- Mon Jun 10, 2019 11:31 pm
- Forum: General discussion
- Topic: Challenge: maximum net energy from a blue belt of coal
- Replies: 71
- Views: 25488
Re: Challenge: maximum net energy from a blue belt of coal
Liquefaction is fine (not sure how else to get more power?)
Water fluid is ok, steam is not (op specifically mentions water fluid sources). But steam should be a small fractions of energy costs, main gains will probably be optimising modules and beacons..
Water fluid is ok, steam is not (op specifically mentions water fluid sources). But steam should be a small fractions of energy costs, main gains will probably be optimising modules and beacons..