Search found 499 matches
- Sun Sep 27, 2020 3:59 am
- Forum: Questions, reviews and ratings
- Topic: Rate-limited Pumps Mod?
- Replies: 42
- Views: 8251
Re: Rate-limited Pumps Mod?
Has the rather large drawback of being unusable inside an existing factory though. Or with typical "creative" style wide-area power poles. But it's a very nice approach. Also works with burner energy source. To control the amount of energy fed per tick in that case requires using fuels wi...
- Sun Sep 27, 2020 2:41 am
- Forum: Questions, reviews and ratings
- Topic: Rate-limited Pumps Mod?
- Replies: 42
- Views: 8251
Re: Rate-limited Pumps Mod?
Workaround #2: Screenshot_2020-09-26_21-31-45.png Just like every other machine in Factorio, the speed of a pump is proportional to the amount of power it is supplied with. Vanilla pumps have a pretty crap power usage value of 29kW which translates to 483.333333333 J/tick. Such a value is a pain to ...
- Fri Sep 25, 2020 4:40 pm
- Forum: General discussion
- Topic: Fluid Optimization not fixed for release?
- Replies: 38
- Views: 13471
Re: Fluid Optimization not fixed for release?
I didn't follow the FFF or whatever the fluid dev progress was posted on, but perhaps the devs could create some kind of Compressor, that actively messes with the perceived fluid stored in a set of pipes/tanks/etc. Liquids don't compress: A liquid is a nearly incompressible fluid that conforms to t...
- Fri Sep 25, 2020 1:36 am
- Forum: General discussion
- Topic: Bots versus Belts
- Replies: 49
- Views: 12729
Re: Bots versus Belts
I realize this is exceedingly late in the day and could be labeled as rude necroposting, but I still think it needs to be said. Whatever would give a huge UPS boost on belts would do the trick in bringing players back into the belting fold. Blue belts already give you better UPS than transporting t...
- Thu Sep 24, 2020 9:50 pm
- Forum: General discussion
- Topic: Fluid Optimization not fixed for release?
- Replies: 38
- Views: 13471
Re: Fluid Optimization not fixed for release?
IMO wave (assuming that pipes are always partially filled) modelling of pipe flow is the main problem. The pipes should be modelled like water pipes in real life: always full and flow is controlled by pressure and flow resistance. Pressure should be decided by connected sources (including tanks whi...
- Tue Sep 22, 2020 11:15 pm
- Forum: Questions, reviews and ratings
- Topic: Rate-limited Pumps Mod?
- Replies: 42
- Views: 8251
- Tue Sep 22, 2020 8:56 pm
- Forum: Questions, reviews and ratings
- Topic: Rate-limited Pumps Mod?
- Replies: 42
- Views: 8251
Re: Rate-limited Pumps Mod?
With an infinity pipe of capacity 100/12 it's possible to adjust flow rate in increments of 5/s up to 500/s.
So basically a mod with a whole range of infinity pipes of different capacities would be very useful.
- Tue Sep 22, 2020 5:46 pm
- Forum: Questions, reviews and ratings
- Topic: Rate-limited Pumps Mod?
- Replies: 42
- Views: 8251
Re: Rate-limited Pumps Mod?
Excellent! Is there a way to make it work on the output of a pump rather than the input? Works in reverse too: Screenshot_2020-09-22_12-44-50.png Please note the settings in the infinity-pipe. Specifically the "Exactly" mode setting. The "At least" mode only automatically fills ...
- Tue Sep 22, 2020 2:01 pm
- Forum: Questions, reviews and ratings
- Topic: Rate-limited Pumps Mod?
- Replies: 42
- Views: 8251
Re: Rate-limited Pumps Mod?
A flow controller would be so much more convenient :roll: Found an easier and better way, it allows configuring the flow rate in steps of 60/s up to 6000/s: Screenshot_2020-09-22_09-07-52.png With a modified infinity pipe which has max capacity of 200 the flow rate can be configured in steps of 120...
- Tue Sep 22, 2020 5:51 am
- Forum: Questions, reviews and ratings
- Topic: Rate-limited Pumps Mod?
- Replies: 42
- Views: 8251
Re: Rate-limited Pumps Mod?
Use the table on the wiki to "configure" the max throughput that can go thru a pump: https://wiki.factorio.com/Fluid_system#Pipelines 6000 = pump-pipe-pump 3000 = pump-pipe-pipe-pump 2250 = pump-pipe-pipe-pipe-pump and so on... Could also use combinations for more flexibility in configurin...
- Sun Sep 20, 2020 11:57 pm
- Forum: Gameplay Help
- Topic: Problem with heavy oil
- Replies: 11
- Views: 4670
Re: Problem with heavy oil
Advanced oil processing produces three products: Heavy oil Light oil Petroleum gas You need to make use of all three in order to keep the refinery going. The simplest solution is to place a bunch of storage tanks for each of the three products. This will eventually get out of hand though with you ha...
- Sun Sep 20, 2020 11:27 pm
- Forum: Gameplay Help
- Topic: Lack of power
- Replies: 4
- Views: 1278
Re: Lack of power
Electric furnaces are good because they can use modules. So load them up with some efficiency module 1s. :) You could cut their power use from 8.1MW down to 3.24MW. Along the way do the same for Assembly Machine 2s (5.2MW --> 2.08 MW) and Electric Mining Drills (4.9MW --> 0.98MW). Specially for the ...
- Sun Sep 20, 2020 10:12 pm
- Forum: General discussion
- Topic: Planning vs Winging it
- Replies: 32
- Views: 8359
Re: Planning vs Winging it
Something that helped me was to lay down ghosts before actually building things. Using the copy&paste and blueprint "Snap to grid" functions you can setup a whole layout in minutes. Don't like the layout? Cut&paste the ghosts into a new location. Once the building ghost are in plac...
- Sun Sep 20, 2020 7:28 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 134614
Re: Attacking biters with turrets makes all weapons pointless
Well, obviously non-default settings is a different story. If the post had mentioned the comment was for meant for a Deathworld+Marathon run then I wouldn't have replied like that.
- Sun Sep 20, 2020 3:07 pm
- Forum: Gameplay Help
- Topic: Using combinators to control trains / stations
- Replies: 7
- Views: 1769
Re: Using combinators to control trains / stations
Put the stacker right next to the stations. If you still insist on setting up the stacker away from the drop-off stations, then place a "Park" stations where the stacker is located and add these "Park" stations into the train schedule. This is effectively the same thing as "...
- Sun Sep 20, 2020 12:51 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 134614
Re: The real reason that turret creep is a common strategy
Yes, but you need explosives (oil) and military science, which is not that early in the game. Military2 can be the first green science (reachable after ~30 - 60 min. playtime in default settings) I'm pretty sure it's easy enough to have oil setup by the time medium biters are around. Before that it...
- Sun Sep 20, 2020 5:12 am
- Forum: Gameplay Help
- Topic: Round Robin Scheduler Troubleshooting
- Replies: 5
- Views: 1356
Re: Round Robin Scheduler Troubleshooting
Trains may repath at any time. Some event, somewhere in the rail network, probably caused by yourself, triggered this train to repath at just the wrong moment. When a train repaths it clears all the block reservations it had and tries them again. Which means you cannot rely on this: If a train canno...
- Sun Sep 20, 2020 1:30 am
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 134614
Re: The real reason that turret creep is a common strategy
It think, this is already the case for early game, when you get grenades. Until evolution 40% you can help with defence quite impactful to save on ammo and also can clear bases without turret creep. (heavy armor and fish recommended, Stronger explosives research for medium biters) Or use land mines...
- Thu Sep 17, 2020 12:13 am
- Forum: Gameplay Help
- Topic: Copy/Past align to the grid
- Replies: 2
- Views: 811
Re: Copy/Past align to the grid
When you are copying, hold shift key. This will pop-up the same window as when creating a blueprint which allows you to make it aligned to grid.
The benefit of this is that the temporal blueprint can be discarded without cluttering your inventory.
The benefit of this is that the temporal blueprint can be discarded without cluttering your inventory.
- Wed Sep 16, 2020 5:28 pm
- Forum: Combinator Creations
- Topic: Remote Controlled Circuit Switch
- Replies: 22
- Views: 10140
Re: Remote Controlled Circuit Switch
You have the inserter connected to the logistic network.You have to disconnect it from it: Screenshot_2020-09-16_12-23-45.png Screenshot_2020-09-16_12-24-19.png That checkbox needs to remain unchecked. The logistic network is not the same as the circuit network. The logistic network condition is bas...