Search found 164 matches
- Wed Jun 04, 2014 4:53 am
- Forum: General discussion
- Topic: Optimizing Oil industry
- Replies: 15
- Views: 7285
Re: Optimizing Oil industry
In this image, you can see where the heavy oil goes, to a cracking plant and a lube plant. As it is, the heavy oil goes into lube plant first, and only spills down into the cracking plant if the lube plant is full of heavy oil, either from too much heavy oil production, or from a full tank of lube b...
- Tue Jun 03, 2014 10:46 pm
- Forum: General discussion
- Topic: Optimizing Oil industry
- Replies: 15
- Views: 7285
Re: Optimizing Oil industry
I will post a screen shot later tonight when I get home. I am not using tanks in this particular example, nor am I using pumps. I believe it is a similar phenomenon to the belt location placement of inserters. I am sure pumps would be more intuitive since they visually point to what liquids are doing.
- Tue Jun 03, 2014 9:50 pm
- Forum: General discussion
- Topic: Optimizing Oil industry
- Replies: 15
- Views: 7285
Re: Optimizing Oil industry
Using piping priorities you can design it to automatically do this overflow processing. I currently have a setup where the heavy oil flows to both a lube processor and a cracking plant. The heavy oil prefers the lube path so only when i fill my tank of lube or over-produce heavy does it actually flo...
- Tue Jun 03, 2014 9:46 pm
- Forum: Gameplay Help
- Topic: Game runs slow
- Replies: 10
- Views: 4768
Re: Game runs slow
nicemiddle_manager wrote:Try increasing the priority of the game on task manager
- Tue Jun 03, 2014 9:45 pm
- Forum: Videos
- Topic: [YouTube] FishSandwich's Factorio playthroughs
- Replies: 292
- Views: 88960
Re: FishSandwich's Factorio playthroughs
With that map, I would put a minimum two deep walls first at the top, between the two lakes, including the copper inside your area. Next, run a line of wall down from the left lake, including both the iron patches, but when you get near the bottom 'sea', swing right to avoid agro-ing the bitters the...
- Tue Jun 03, 2014 9:35 pm
- Forum: Show your Creations
- Topic: Almost everything on one line
- Replies: 14
- Views: 12843
Re: Almost everything on one line
Exercise running from top to bottom and back.GewaltSam wrote:Hmmm... To be honest, I fail to see the advantage of this design.
- Tue Jun 03, 2014 9:25 pm
- Forum: General discussion
- Topic: Pirating as a 'demo'. Your opinions?
- Replies: 140
- Views: 41672
Re: Pirating as a 'demo'. Your opinions?
Technically, by the definition of the name, logging in to get updates is DRM, it is managing the rights/restrictions of access to a digital system(downloads). The question that seems to be argued here, is if this is legit restrictions, and tangentially, are any restrictions legit. Very few people in...
- Tue Jun 03, 2014 8:51 am
- Forum: Videos
- Topic: [YouTube] FishSandwich's Factorio playthroughs
- Replies: 292
- Views: 88960
Re: FishSandwich's Factorio playthroughs
I am currently watching your 9.x playthrough, and would definitely be interested in a hard mode like you describe. As for strategy, I tend to almost entirely skip gun turrets. I automate both science packs and bee line to oil, adv oil, and laser turrets. Depending on the settings, I might make one o...
- Tue Jun 03, 2014 8:47 am
- Forum: General discussion
- Topic: Optimizing Oil industry
- Replies: 15
- Views: 7285
Re: Optimizing Oil industry
Petro needs 2 to make one solid fuel, light oil needs 1. There is no reason to make solid fuel from petro unless you run out of light oil somehow, but then you have bigger problems and probably need more pumps.
- Mon Jun 02, 2014 9:53 pm
- Forum: Show your Creations
- Topic: Second game.
- Replies: 14
- Views: 10271
Re: Second game.
A few questions, hoping to learn from other viewpoints: 1) sometimes you use splitters, sometimes 1 or sometimes 2 inserters to supply a secondary line, such as in mass production center. Is there a reason why each was used? space does not seem to be an issue there. 2) you seem to have skipped some ...
- Sat May 31, 2014 7:42 am
- Forum: General discussion
- Topic: Stone Rock
- Replies: 1
- Views: 1418
Stone Rock
Is there any way to get stone 'ore' from these rocks or do they just need to be blown up/shot up to be gotten out of the way?
- Sat May 31, 2014 7:36 am
- Forum: Duplicates
- Topic: Epic Forever Alone map generation
- Replies: 1
- Views: 2903
Re: Epic Forever Alone map generation
That is an epic iron patch, too bad all you can do is stare at it... heh
- Sat May 31, 2014 6:00 am
- Forum: Balancing
- Topic: Trains vs conveyors?
- Replies: 108
- Views: 81023
Re: Trains vs conveyors?
The complexity that trains allow is huge compared to belts for the same space/resources. Having trains bring coal, iron ore, copper ore, stone, and oil barrels from remote outposts to the main processing hub is amazing fast and extremely extensible. Need more iron? Swing by an iron patch on your way...
- Fri May 30, 2014 8:16 am
- Forum: Show your Creations
- Topic: OAK's Full Underground Factory
- Replies: 9
- Views: 11763
Re: OAK's Full Underground Factory
I use something like that, but to avoid long inserters i put coal and ore on the same belt. This makes each [electric] furnace "block" a 3x5, no long inserters, and no requirement to double up. This is also cheaper on resources(belts vs underground) which is important earlier on, doesnt re...
- Fri May 30, 2014 6:23 am
- Forum: Show your Creations
- Topic: Oil Processing designs?
- Replies: 16
- Views: 15925
Re: Oil Processing designs?
Speaking of bias, I have noticed that fluids seem to prefer some paths rather than others. In the times I have seen it, these are some of the differences: Prefering to exit west compared to north. Prefering to exit into a pipe to ground vs standard pipe. Prefering to exit into a pipe vs a machine in...
- Wed May 28, 2014 5:31 am
- Forum: News
- Topic: Friday Facts #34
- Replies: 59
- Views: 38076
Re: Friday Facts #34
I have heard that you still need to be able to log in to Steam to play those games in offline mode... Is this not the case or is it just a technical work-a-round that some don't know about or how to use to enable this? Note, I havent used steam in a long time, I refuse to agree to MBA clauses if I h...
- Wed May 28, 2014 5:26 am
- Forum: News
- Topic: Friday Facts #35 The lighthouse keeper
- Replies: 43
- Views: 32437
Re: Friday Facts #35 The lighthouse keeper
It used to be that computing was always better than memory op's, however this is changing as storage(specifically cache running similar to CPU clock) increases speed while human perception and interface remains relatively constant. I wonder if/when CPUs will start allowing processes to load such loo...
- Wed May 28, 2014 5:14 am
- Forum: General discussion
- Topic: I can't play this game anymore
- Replies: 9
- Views: 5717
Re: I can't play this game anymore
Adding* logistic bots helps at first, but eventually they get to be as much a pain, and more a bottle neck. At that point, rebuilding the entire array of processing with super fact belts and using advanced logistics methods can still improve throughput.
*Edited for spelling
*Edited for spelling
- Wed May 28, 2014 5:10 am
- Forum: General discussion
- Topic: How to fake a near-side inserter
- Replies: 12
- Views: 10963
Re: How to fake a near-side inserter
I actually like the blocking of inserters in a row of smelters. This way my smelters only run, so only use power/fuel when they are needed. This not only saves power but lets me quickly visually see how mu factory componant use is compared to creation. If all of my furnaces are lit up, I am using al...
- Tue May 27, 2014 8:00 am
- Forum: Show your Creations
- Topic: Oil Processing designs?
- Replies: 16
- Views: 15925
Re: Oil Processing designs?
I am still trying to find the optimal rate of cracking, solid fuel and lubricant. I haven't used many super fast belts yets, so lube just piles up in a tank, but I find that one plant cracking heavy from one refinery causes the light to fill up storage with only one plant cracking it to gas. Anyone ...