Search found 883 matches
- Fri Oct 15, 2021 1:20 am
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 167033
Re: Friday Facts #365 - Future plans
for the developers, small DLCV make bug fixing and possibly balancing (especially between new content and basic content) easier and smoother Quite the contrary is true. [*] the above also includes that players may move off to other games before the big DLC arrives and possibly not come back because...
- Fri Oct 08, 2021 12:51 am
- Forum: Gameplay Help
- Topic: How to use the train limit with double headed trains/stations
- Replies: 36
- Views: 9149
Re: How to use the train limit with double headed trains/stations
... As such a train can do a U-turn by going through any of the stations, ... . If a train is west of the destination then it wants to go to the bottom stop. But if you only enable the top stop then it will move past the station, make a U-turn and go to the top stop. ... Ah yes, they can also go pa...
- Thu Oct 07, 2021 10:48 pm
- Forum: Gameplay Help
- Topic: How to use the train limit with double headed trains/stations
- Replies: 36
- Views: 9149
Re: How to use the train limit with double headed trains/stations
I don't think there is a solution to this problem. Wait, wait, wait, wait wait, ... . In my first solution I was focused on the example given by you. Two trains and not a problem if one of them moves slightly, before it actually can go to the target station. With the bigger picture of an arbitrary ...
- Thu Oct 07, 2021 8:07 pm
- Forum: Gameplay Help
- Topic: How to use the train limit with double headed trains/stations
- Replies: 36
- Views: 9149
Re: How to use the train limit with double headed trains/stations
Ok, I am down to 6 combinators and 4 ticks delay. 0eNrtXFtu4zYU3Ys+C3sgUiIpGpj+JLOBdj4KFANBsZmEqC0Zkpw2GHgB3Ue7sa6kevghS5R9buJk2qI/CRyZR+Q9vA8eXeWrd7fcmHVu09KbffXsPEsLb/bzV6+wD2myrP9WPq+NN/NsaVbexEuTVf0pT+zS2048my7Mb96Mbb9MPJOWtrSmHd98eI7TzerO5NUXTkZOd+gTb50V1ZgsrW9U4XD5QUy8Z282DfgHUeEvbG7m7Rf4djKA5...
- Thu Oct 07, 2021 5:24 pm
- Forum: Gameplay Help
- Topic: How to use the train limit with double headed trains/stations
- Replies: 36
- Views: 9149
Re: How to use the train limit with double headed trains/stations
As far as I understand it, the stuttering is a result of a feedback loop which is caused by the stations being input and output at the same time. What if you use two stations in each direction, all the same name (top1, top2 and bottom1, bottom2 instead of top and bottom). top1 and bottom1 are enable...
- Sat Oct 02, 2021 5:55 pm
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 71119
Re: All the different ways to automate a nuclear power plant
wire Master B to all buffer chests, set to enable when fuel cells >= reactor count, read hand content You are reading the sum of the contents of all chests then. How are you going to ensure, that each chest has at least one and not eg one has an ammount of (fuel_cells >= reactor_count) and the othe...
- Sat Oct 02, 2021 1:57 pm
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 71119
Re: All the different ways to automate a nuclear power plant
wire Master B to all buffer chests, set to enable when fuel cells >= reactor count, read hand content You are reading the sum of the contents of all chests then. How are you going to ensure, that each chest has at least one and not eg one has an ammount of (fuel_cells >= reactor_count) and the othe...
- Thu Sep 30, 2021 8:35 pm
- Forum: Gameplay Help
- Topic: Nuclear plant brownouts after working fine for weeks
- Replies: 20
- Views: 5291
Re: Nuclear plant brownouts after working fine for weeks
... I also didn't get it after watching a lot of youtubes on the subject. ... It is like with everything else: You get good at it by practicing. So, if you want to get good at it, then imagine a very simple algorithm and then try to implement it with the circuit network. (eg sounding an alarm, when...
- Thu Sep 30, 2021 4:48 am
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 71119
Re: All the different ways to increase the efficiency of a nuclear power plant
- Thu Sep 30, 2021 4:46 am
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 71119
Re: All the different ways to increase the efficiency of a nuclear power plant
Assuming you write that, because you don't like to depend on power to be available to produce power: Have an inner and an outer power grid. The inner power grid would just power the infrastructure to insert fuel cells and it would have its own steam buffer+turbines. Edit: The inner grid ofc must als...
- Wed Sep 29, 2021 6:23 pm
- Forum: Gameplay Help
- Topic: Nuclear plant brownouts after working fine for weeks
- Replies: 20
- Views: 5291
Re: Nuclear plant brownouts after working fine for weeks
... I had just installed a bunch of speed mods and beacons on pumpjacks. ... Before you do that: Have you put productivity modules in your science labs? Rule of thumb: use modules and beacons on the most expensive process in the production chain first -> biggest savings for least additional cost. I...
- Wed Sep 29, 2021 6:16 pm
- Forum: Gameplay Help
- Topic: Nuclear plant brownouts after working fine for weeks
- Replies: 20
- Views: 5291
Re: Nuclear plant brownouts after working fine for weeks
Are you seriously asking for help to solve a problem or to answer a question? Because the way you write sound more like you want to tell the story about your epic adventure.
Actually telling the story instead of disguising it as questions and context might serve you better then.
Actually telling the story instead of disguising it as questions and context might serve you better then.
- Wed Sep 29, 2021 7:30 am
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 71119
Re: All the different ways to increase the efficiency of a nuclear power plant
This one accounts for the limit of offshore pumps. 2N, 6 reactors infinitely tillable HX layout - For 2N reactor layouts - Every 6 reactors infinitely tillable - 6R x 160MW/R = 960MW = 10MW/HX x 96HX - Max. water intake/pipeline: 103.1w/s x 10 = 1031w/s (safe for offshore pump) - Max steam output/pi...
- Wed Sep 29, 2021 3:15 am
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 71119
Re: All the different ways to increase the efficiency of a nuclear power plant
Can someone show proof what the optimal number and placement for heat exchangers is? Assume a tileable setup, i.e. an infinite reactor. Hmmm ... if we are talking infinite then ... 1. A reactor in a double row (2xN) layout with x3 neighbor bonus produces 160MW 2. A HX consumes 10MW => One reactor n...
- Sat Sep 25, 2021 7:01 am
- Forum: Ideas and Suggestions
- Topic: Essence of Games, Factorio game enrichment.
- Replies: 10
- Views: 2713
Re: Essence of Games, Factorio game enrichment.
I think you mean that the game should use voltage, resistance and current for power and different levels of temperature, dissipation, etc for heat. You suggest, the game being modelled closer to real physics in regards to power and heat. Entities having different characteristics when it comes to pow...
- Sat Sep 25, 2021 6:49 am
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 260
- Views: 71119
Re: All the different ways to automate a nuclear power plant
You're forgetting heat pipes and unfuled reactors as a heat-storage method. They are lossless but not directly measurable. Personally I've never seen a large scale design using this approach but I'm sure they must be out there. ... It is because the math says, that reactors are incredibly eypensive...
- Fri Sep 24, 2021 3:19 pm
- Forum: Implemented mod requests
- Topic: Linked chest wire interface
- Replies: 11
- Views: 4280
Re: Linked chest wire interface
This is one usecase:
https://mods.factorio.com/mod/SchallAut ... b762e32ad7
The creation of nonsquare shaped "chests" which can be connected to the circuit network.
https://mods.factorio.com/mod/SchallAut ... b762e32ad7
The creation of nonsquare shaped "chests" which can be connected to the circuit network.
- Fri Sep 24, 2021 3:11 am
- Forum: Ideas and Suggestions
- Topic: Can we please make constructions bots avoid fire?
- Replies: 67
- Views: 15460
- Sat Sep 18, 2021 6:14 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 167033
- Fri Sep 17, 2021 5:26 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 167033
Re: Friday Facts #365 - Future plans
I can't picture Wube moving Factorio to 3D. They factually had to program a new game. Why would they copy Satisfactory, if they clearly spawned a new subgenre of game, where they are the leader with Factorio? My guess is, that an extension DLC of Factorio, will - probably/hopefully - alter the the g...