Search found 152 matches

by Trific
Wed Mar 24, 2021 1:36 am
Forum: Energy Production
Topic: Coal to Rocket Fuel using Coal Liquefaction, Over-unity Gain!
Replies: 12
Views: 8702

Re: Coal to Rocket Fuel using Coal Liquefaction, Over-unity Gain!

El_Maximo_Bango wrote:
Wed Mar 24, 2021 1:29 am

Yeah, I can see the inputs, but I more meant where does the light oil come from? There doesn't seem to be enough room for any pipes to feed into the assemblers?
Prior to 0.17.60 rocket fuel didn't require light oil. This is a pretty old post.
by Trific
Wed Mar 24, 2021 1:24 am
Forum: Technical Help
Topic: Factorio won't quit properly
Replies: 4
Views: 1038

Re: Factorio won't quit properly

Happens sometimes on my Mac. It's some kind of Steam issue, if I click over to the store from my library and back again (or even move the mouse up in that area), Steam "wakes up" and finishes whatever the process is that was keeping things open. I've had the issue with other games, but in ...
by Trific
Wed Mar 24, 2021 1:18 am
Forum: Gameplay Help
Topic: bugged pollution ?
Replies: 2
Views: 1035

Re: bugged pollution ?

The nests "eat" the pollution to produce biters for attack groups. This can lead to no pollution showing in their chunk, but pollution from surrounding chunks will diffuse into their chunk and get eaten, so a bunch of nests can significantly reduce pollution in the wider area. If you don't...
by Trific
Wed Mar 24, 2021 1:07 am
Forum: Energy Production
Topic: Coal to Rocket Fuel using Coal Liquefaction, Over-unity Gain!
Replies: 12
Views: 8702

Re: Coal to Rocket Fuel using Coal Liquefaction, Over-unity Gain!

El_Maximo_Bango wrote:
Wed Mar 24, 2021 12:50 am
I'm fairly new to all this, but how do the Assembling Machines get fed light oil?

I can't see a way to get the light oil into them?
Level 2 and 3 assembling machines have one liquid input. It doesn't show up until you choose a recipe that has a liquid component (like rocket fuel).
by Trific
Mon Mar 22, 2021 4:09 am
Forum: General discussion
Topic: Alt-F4 #28 - ROFL
Replies: 9
Views: 4638

Re: Alt-F4 #28 - ROFL

I have built some very long causeways over water for rails, and it doesn't really take that much landfill. I just adjust the size of my "brush" with the plus/minus keys on the keypad, and lay down a strip just wide enough for the rails. Curves and diagonals get sloppy, so I try to do thos...
by Trific
Sat Mar 20, 2021 5:47 am
Forum: Modding help
Topic: Modding mining drills to work without an ore patch
Replies: 5
Views: 1725

Re: Modding mining drills to work without an ore patch

Use table.deepcopy like this: local drill = table.deepcopy(data.raw['mining-drill']['burner-mining-drill']) data.raw['mining-drill']['burner-mining-drill'] = nil drill.type = "assembling-machine" drill.crafting_speed = 1 drill.crafting_categories = {"mining"} data:extend({drill})
by Trific
Sat Mar 20, 2021 5:40 am
Forum: Gameplay Help
Topic: Extreme modded mining drills, still hurting UPS
Replies: 24
Views: 5849

Re: Extreme modded mining drills, still hurting UPS

If the drills are outputting to something different than all the assemblers, that might make a difference, but one things the drills have to deal with that the assemblers don't is the resource field underneath them.
by Trific
Sat Mar 20, 2021 3:14 am
Forum: Gameplay Help
Topic: Extreme modded mining drills, still hurting UPS
Replies: 24
Views: 5849

Re: Extreme modded mining drills, still hurting UPS

I have 1800 vanilla drills and all together they are 0.2 to 0.3 ms. Perhaps the issue is the modding? How much ore are you producing per minute though according to the production graph? About 200K altogether, which given your scale is probably nowhere near what you're putting out. But the issue app...
by Trific
Fri Mar 19, 2021 10:06 pm
Forum: Gameplay Help
Topic: Extreme modded mining drills, still hurting UPS
Replies: 24
Views: 5849

Re: Extreme modded mining drills, still hurting UPS

I have 1800 vanilla drills and all together they are 0.2 to 0.3 ms. Perhaps the issue is the modding?
by Trific
Fri Mar 19, 2021 3:02 pm
Forum: General discussion
Topic: Alt-F4 #28 - ROFL
Replies: 9
Views: 4638

Re: Alt-F4 #28 - ROFL

I previously built something similar but the trains became a snarled up mess, largely due to the fact that I'm playing in a natural world with lots of water, and building a full grid would have required tremendous amounts of landfill to build tracks over water just to make sure the trains could get ...
by Trific
Fri Mar 19, 2021 3:50 am
Forum: Gameplay Help
Topic: Noob intro + baffled by Kovarex
Replies: 35
Views: 8999

Re: Noob intro + baffled by Kovarex

My centrifuges output to a belt that one space down the line they can input from. Anything that makes it past this (surplus 235, plus the 2 238 that are output from the process), then get side joined to the input belt so they are on the inside lane (inserters preferentially pick from the inside). Th...
by Trific
Fri Mar 19, 2021 3:31 am
Forum: General discussion
Topic: Why pathfinding is so bad?
Replies: 17
Views: 6191

Re: Why pathfinding is so bad?

In the real world, animals that evolved on flat, largely featureless plains have difficulty with pathfinding to a strong draw around obstacles like a fence even when they are familiar with both sides and have been lead from one side to the other many times. Since the biters live on such a world, it ...
by Trific
Sat Mar 13, 2021 11:29 pm
Forum: Gameplay Help
Topic: Sound alarm when the train is full.
Replies: 3
Views: 1756

Re: Sound alarm when the train is full.

Place a programmable speaker, and hook it up with a red or green wire to the train stop. Set the train stop to "Read train contents". Set the speaker to sound the alarm when "artillery shell" = # (however many the train can carry). I will warn you the alarms can be loud so you pr...
by Trific
Tue Mar 09, 2021 8:07 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 416
Views: 250076

Re: Performance optimization - post your saves

I suggest you use train limits instead of unreachable stops. I don't see a large drop in performance with that map, but I do have a fairly beefy computer, and there is a small drop in perf when marking one of the intersections for deconstruction. The drop goes away when I replace the unreachable sto...
by Trific
Sun Mar 07, 2021 5:47 pm
Forum: Gameplay Help
Topic: Will somebody kindly explain research speed to me :'(
Replies: 8
Views: 2542

Re: Will somebody kindly explain research speed to me :'(

All right! So, for example, if I research Steel Processing, the Research UI shows [ Red x5s ] x50 So this means, each lab takes 5s to process a pack, and I need 50 packs in total? Stated differently, if I had 50 labs (all supplied), I'd research the tech in 5s, since that is the minimum time taken ...
by Trific
Sun Mar 07, 2021 5:19 pm
Forum: Gameplay Help
Topic: Will somebody kindly explain research speed to me :'(
Replies: 8
Views: 2542

Re: Will somebody kindly explain research speed to me :'(

The time it takes depends on what you are researching. If you look in the technology screen, the time required to consume each set of beakers required for the tech is shown next to the beaker types required. So Automation takes 10s to consume 1 red beaker, and you then have to do that 10 times (so 1...
by Trific
Sun Mar 07, 2021 8:27 am
Forum: General discussion
Topic: Lua or something else?
Replies: 31
Views: 8402

Re: Lua or something else?

jamiechi1 wrote:
Sun Mar 07, 2021 7:09 am
Dealing with pointers is trivial and can be learned in 5 minutes.
The rules of chess are trivial and can be learned in 5 minutes.
by Trific
Sat Mar 06, 2021 11:40 am
Forum: General discussion
Topic: Find production on base, amnesia problem ;)
Replies: 10
Views: 3255

Re: Find production on base, amnesia problem ;)

bormand wrote:
Sat Mar 06, 2021 8:28 am

1000 of each pack. Excluding military, probably.
IMO, excluding military makes the whole thing significantly easier, and it's not a mega- or giga- without all 7.
by Trific
Sat Mar 06, 2021 5:59 am
Forum: General discussion
Topic: Lua or something else?
Replies: 31
Views: 8402

Re: Lua or something else?

Whatever language it is, it's got to hide pointers and memory management from the modder. I've interviewed CSE graduates who couldn't deal with that stuff, I wouldn't try to make Joe Random try to do it. no way. garbage collection is one of the worst parts about Lua, and it's incredibly inefficient...
by Trific
Fri Mar 05, 2021 12:49 pm
Forum: General discussion
Topic: Lua or something else?
Replies: 31
Views: 8402

Re: Lua or something else?

Whatever language it is, it's got to hide pointers and memory management from the modder. I've interviewed CSE graduates who couldn't deal with that stuff, I wouldn't try to make Joe Random try to do it.

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