Search found 689 matches
- Wed Oct 06, 2021 6:50 pm
- Forum: General discussion
- Topic: The numbers on fluids
- Replies: 15
- Views: 5859
Re: The numbers on fluids
If there is a loop somewhere in the pipe system, so it's possible for steam (or fluid) to flow in a circle, strange things begin to happen, especially if a pump is within that circle. As far as I remember, a pumped fluid rather flows in circles instead of filling up a nearby tank. Which is according...
- Tue Oct 05, 2021 2:34 pm
- Forum: Gameplay Help
- Topic: Train and Inserter
- Replies: 9
- Views: 2741
Re: Train and Inserter
The assigned station, is for example the iron station, the train goes automatically to a free place, it stops at the traffic light, it is unloaded and the logistic circuit turns the traffic light green when the train is empty. This allows a large number of unloading station on a single station. Why...
- Tue Sep 28, 2021 12:00 pm
- Forum: Outdated/Not implemented
- Topic: Above 60 fps (120 or 144).
- Replies: 46
- Views: 21115
Re: time for >60fps
[...] and to reduce motion sickness. Is motion sickness with Factorio really an issue for you? Just curious and asking if this is a real thing for you with Factorio. I know motion sickness is very subjective and every case is different, however although I am very sensitive to motion sickness myself...
- Mon Sep 27, 2021 2:22 pm
- Forum: General discussion
- Topic: Nostalgia..
- Replies: 19
- Views: 4988
Re: Nostalgia..
I got Factorio after the 1.1 release and just pondered a few minutes how it would be if I had to harvest stuff from biters. There are pro and contra arguments, and in the end I feel it more a chore than a challenge, because it isn't possible to automate this task if harvested stuff was continually r...
- Fri Sep 24, 2021 12:21 pm
- Forum: Off topic
- Topic: [photos] Factorio in real life
- Replies: 153
- Views: 299301
Re: [photos] Factorio in real life
It's perhaps a strange analogy, but the animation of the electric mining drills always reminds me of mosquitos sucking blood:
https://www.youtube.com/watch?v=rD8SmacBUcU
https://www.youtube.com/watch?v=rD8SmacBUcU
- Tue Sep 21, 2021 1:19 pm
- Forum: General discussion
- Topic: My new PC (Specially ordered for Factorio)
- Replies: 22
- Views: 7610
Re: My new PC (Specially ordered for Factorio)
I seriously considered other (cheaper) Z590 boards but none of them offered 3 PCI-E x16 and 2 PCI-E x1 slots, a big plus for me for future upgrades. The only consumer (non-server) expansion cards that use x16 slots are graphics cards, and how many of them do you intend to add to your PC? Really mor...
- Tue Sep 21, 2021 11:26 am
- Forum: Ideas and Suggestions
- Topic: Dialect localisation
- Replies: 9
- Views: 2058
Re: Dialect localisation
From a programming point of view, adding support for dependent languages would be no additional permanent CPU requirement, if language support is already implemented as static dictionary with keyword -> text representation. Give every language a parent language. The "root" language is engl...
- Tue Sep 21, 2021 11:00 am
- Forum: General discussion
- Topic: My new PC (Specially ordered for Factorio)
- Replies: 22
- Views: 7610
Re: My new PC (Specially ordered for Factorio)
The mainboard is much too expensive - do you really need all the features it provides? Would you really use all of that? You can have the same chipset on mainboards with half the price. It doesn't contribute to performance - performance is mainly provided by CPU and GPU. The power supply is also too...
- Mon Sep 20, 2021 5:39 pm
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 71597
Re: All the different ways to increase the efficiency of a nuclear power plant
I understand now why it's necessary to separate the solar panels from the accumulators, and now I understand the left part of your power plant. However, I have no idea how to find out directly if the solar panel production is higher than the energy demand to connect the accumulators and at the same ...
- Mon Sep 20, 2021 4:59 pm
- Forum: Gameplay Help
- Topic: Blueprints import failure
- Replies: 6
- Views: 1787
Re: Blueprints import failure
Works for me. All of them. The direct blueprints as well as the pastbin-ones. It's some large railway-stuff in the blueprints. To use the blueprints, you need to use the import button. Not simply CTRL-V in a blueprint book. See the wiki: https://wiki.factorio.com/Blueprint#Importing.2FExporting_blue...
- Mon Sep 20, 2021 2:59 pm
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 71597
Re: All the different ways to increase the efficiency of a nuclear power plant
Yes, I pulled all my hair off while trying to balance the steam level in all the tanks. Impossible with that approach of having large turbine fields, so I added some more tanks than necessary. But gradual failing of turbines is not fatal, since it only comes to this if the power requirement is belo...
- Mon Sep 20, 2021 1:03 pm
- Forum: Gameplay Help
- Topic: Blueprints import failure
- Replies: 6
- Views: 1787
Re: Blueprints import failure
Would help if you provide the web page from where you tried to copy the blueprint.
Keep in mind, if the blueprint contains modded items, and you don't have the corresponding mod installed, the modded items are left out.
Keep in mind, if the blueprint contains modded items, and you don't have the corresponding mod installed, the modded items are left out.
- Mon Sep 20, 2021 1:40 am
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 71597
Re: All the different ways to increase the efficiency of a nuclear power plant
Ok, then I will post my designs, since they have minimal wiring, at least no such complex wiring as in your examples. The first is a 2x2 plant: screenshot-tick-59964266.png Blueprint: 0eNrlnd1yIzlyhV/FwWvSUfgHOta+2Tfw3tnRoaCkkpoxFCkXyd5pT/QD+C184xfzk7hI/RAqInUO0Jrejdm5mBlR4ldZwElUAshK/Da7Xh/6x2G12c8...
- Sun Sep 19, 2021 9:57 pm
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 71597
Re: All the different ways to automate a nuclear power plant
In my control circuit the needs to refuel signal goes on until there is no longer a need to refuel. And the removal of the spend cell acts as a trigger to insert the fuel. I tried using this concept, but I was not satisfied. A design should be simple, but this is too simple. The trigger on spent ce...
- Sun Sep 19, 2021 1:34 pm
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 71597
Re: All the different ways to automate a nuclear power plant
The "why bother" approach is very interesting because of its simplicity, but on the other hand, I do bother. It's a decision I made. It's a challenge to never waste fuel, and at the same time always provide the requested amount of energy. And it's not very difficult to create circuits for ...
- Thu Sep 09, 2021 1:55 pm
- Forum: Gameplay Help
- Topic: Nuclear power causes 38 GW power draw on system
- Replies: 8
- Views: 2604
Re: Nuclear power causes 38 GW power draw on system
Beacons are terrible, IIRC, and possibly the worst one. Especially since late game bases tend to have so many. Usually, an optimized factory with maxed out beacons, if compared with a factory without beacons but with the same output, does not have significantly higher energy demand. Usually, it has...
- Tue Aug 31, 2021 5:20 pm
- Forum: Gameplay Help
- Topic: Logistic Network
- Replies: 12
- Views: 3772
Re: Logistic Network
Stack sizes seem arbitrary, but you can see it as result of the size of the item in the real world. How big or bulky an item is. Small items have a large stack size, big/bulky items have a small stack size. If you should use a mod to increase stack sizes, be aware the vanilla stack sizes are a funda...
- Fri Aug 27, 2021 12:57 pm
- Forum: Gameplay Help
- Topic: Logistic Network
- Replies: 12
- Views: 3772
Re: Logistic Network
It seems you want to merge the information from the circuit network with the information from the logistic network, so you wire the roboports and think they act as bridge. However, this doesn't work well on a larger scale, because you will add numbers you don't intend to add. You can see the logisti...
- Tue Jul 06, 2021 9:44 am
- Forum: Gameplay Help
- Topic: Any good tutorials for new players?
- Replies: 7
- Views: 2063
Re: Any good tutorials for new players?
The wiki contains some tutorials from very basic to in depth. I was able to get into the game with these.
https://wiki.factorio.com/Tutorial:Quick_start_guide
https://wiki.factorio.com/Tutorial:Quick_start_guide
- Sat Jul 03, 2021 11:18 am
- Forum: Gameplay Help
- Topic: how to debug factory designs?
- Replies: 10
- Views: 4436
Re: how to debug factory designs?
In the standard sandbox, while being in the "None" mode, if you open the inventory you have a 3 part inventory: at the left a common inventory, in the middle a "infinity chest" functionality and at the right an instant creation for every item in the game including intermediate it...