Search found 499 matches

by Yoyobuae
Thu Nov 26, 2020 2:47 pm
Forum: Gameplay Help
Topic: Questions about pollution and the F7 key?..
Replies: 3
Views: 1029

Re: Questions about pollution and the F7 key?..

The F5 key debug overlays show a lot of information, most of it not actually related to pollution cloud itself. If you want understand+use debug overlays I instead recommend pressing the F4 key and try each of them one by one reading it's name description each time to familiarize yourself with them....
by Yoyobuae
Wed Nov 25, 2020 7:48 pm
Forum: Balancing
Topic: Better Nerf the Fish
Replies: 16
Views: 6890

Re: Better Nerf the Fish

So it would seem you are transporting all materials by car and putting them in chests? That's a lot of manual labor There are two options: Have just a handful of mining drills to avoid pollution from ever reaching biters Place as many mining drills as possible and gather resources as quickly as pos...
by Yoyobuae
Wed Nov 25, 2020 5:27 pm
Forum: Balancing
Topic: Better Nerf the Fish
Replies: 16
Views: 6890

Re: Better Nerf the Fish

That is quite interesting, if I had to take a guess on how you did this I'd say you would turn off your factory every now and then and wait for the pollution to be absorbed by the trees. You should also consider using efficiency modules, cuz they reduce pollution generation up to 80% and I can see ...
by Yoyobuae
Wed Nov 25, 2020 4:22 pm
Forum: Balancing
Topic: Better Nerf the Fish
Replies: 16
Views: 6890

Re: Better Nerf the Fish

I wouldn't say deathworld biters are trivial to deal with. But yeah with this they are a whole lot easier Deathworld you say? I'd like to present to you my Pacifist Deathworld run so far (pacifist = not allowed to kill biters): Screenshot_2020-11-25_11-18-18.png Screenshot_2020-11-25_11-18-31.png S...
by Yoyobuae
Wed Nov 25, 2020 4:14 pm
Forum: General discussion
Topic: DeathWorld SpeedRun
Replies: 23
Views: 7886

Re: DeathWorld SpeedRun

It's all in the map seed. ;) For example this map gives you around 50 minutes before the even the first attack, and that's while filling the iron, copper and stone to the brim with electric miners. Note that those three large scary bases in the middle of the forest mostly don't spawn, only one spawn...
by Yoyobuae
Wed Nov 25, 2020 3:38 pm
Forum: Balancing
Topic: Better Nerf the Fish
Replies: 16
Views: 6890

Re: Better Nerf the Fish

I don't see it that way. Wiping out all nearby nests will drastically decrease the size and frequency of biter attacks on your base so you can get away with weaker defenses. So I see it as an investment - I spend some time clearing nests so that I don't have to be constantly replacing turrets and a...
by Yoyobuae
Tue Nov 24, 2020 6:42 am
Forum: Balancing
Topic: Better Nerf the Fish
Replies: 16
Views: 6890

Re: Better Nerf the Fish

Small biters are just super easy to cheese, and I don't think that's unintentional either. Anyway, clearing bases is just half of the equation. You kinda have to defend that territory or biters will just expand right back into it. Specially since clearing many spawners drives up evolution meaning bi...
by Yoyobuae
Tue Nov 24, 2020 4:28 am
Forum: Gameplay Help
Topic: dragon's teeth no longer working
Replies: 21
Views: 6261

Re: dragon's teeth no longer working

Here's what happens: Biters form a group A path is calculated from the group towards the pollution source If at any point in time any member of the group is blocked from reaching it's destination by a destroyable entity then a portion of the group will enter "attack everything" mode Once m...
by Yoyobuae
Sat Nov 14, 2020 2:18 am
Forum: General discussion
Topic: UPS - at which base size it starts to become a problem
Replies: 5
Views: 3031

Re: UPS - at which base size it starts to become a problem

I've made a bunch of synthetic tests UPS tests: Start with an empty map, place a large number of active entities until UPS starts to drop bellow 60 (on my PC, Ryzen 3900x, DDR4 RAM 3200MHz CL16): Assemblers+inserters = 24k assemblers + 58k inserters feeding them Belts = 100k active belt lanes. Sever...
by Yoyobuae
Mon Nov 09, 2020 4:52 am
Forum: Gameplay Help
Topic: Train stop question
Replies: 10
Views: 3321

Re: Train stop question

Put a train stop on both tracks if you want to prevent that behavior. The extra train stop doesn't need to be configured or added to any train schedule, it just needs to be there.
by Yoyobuae
Fri Nov 06, 2020 5:25 pm
Forum: Gameplay Help
Topic: Simple decider combinator problem
Replies: 5
Views: 1955

Re: Simple decider combinator problem

Remove and replace the inserter, connect it with red wire and set the condition again.
by Yoyobuae
Thu Nov 05, 2020 12:17 pm
Forum: General discussion
Topic: Saved games and future updates
Replies: 10
Views: 2863

Re: Saved games and future updates

VANILLA: The game is released. There won't be any more major changes like "oil overhaul". At worst maybe some designs that rely on very specific internal Factorio behavior could break. MODS: In general all mods can be removed and save file will remain "playable". How playable dep...
by Yoyobuae
Thu Nov 05, 2020 12:08 pm
Forum: Ideas and Suggestions
Topic: Add a hotkey for the Electric Network Info panel
Replies: 5
Views: 3233

Re: Add a hotkey for the Electric Network Info panel

ptx0 wrote:
Thu Nov 05, 2020 5:52 am
like the L key shows a dropdown of all of them
Which is kinda a mess because "Network #6 - 21 cells" doesn't quite tell which one it is or where it is located.
by Yoyobuae
Thu Nov 05, 2020 4:42 am
Forum: Ideas and Suggestions
Topic: Add a hotkey for the Electric Network Info panel
Replies: 5
Views: 3233

Re: Add a hotkey for the Electric Network Info panel

Why is there not hotkey for this menu? I'm so confused right now. Which electric network would the hotkey open? While there's usually just one network, there can be many different ones. Clicking on a power pole specifies which electric network to inspect, because each power pole can only belong to ...
by Yoyobuae
Wed Nov 04, 2020 6:08 pm
Forum: Ideas and Suggestions
Topic: Different colors on different electric networks
Replies: 24
Views: 5520

Re: Different colors on different electric networks

This actually does not work for electric networks because they can intersect one another without connecting. Intersections are rare enough. It even more rare to have many networks overlaying each other. And if a player intentionally has too many electrical networks overlaying each other for the amo...
by Yoyobuae
Wed Nov 04, 2020 2:57 pm
Forum: Ideas and Suggestions
Topic: Different colors on different electric networks
Replies: 24
Views: 5520

Re: Different colors on different electric networks

How do you decide which network get a different color, which ones get the same color ? (I assume we don't go with infinite color palette) Only five colors would work fine: https://en.wikipedia.org/wiki/Five_color_theorem And while we are at it: Fluid networks should be shown on the map with a simil...
by Yoyobuae
Sun Nov 01, 2020 4:27 am
Forum: General discussion
Topic: don't you think spidertron is way too small
Replies: 3
Views: 1693

Re: don't you think spidertron is way too small

It only needs to be big enough for a fish to fit in.
by Yoyobuae
Sat Oct 31, 2020 5:29 am
Forum: Gameplay Help
Topic: One time clock
Replies: 7
Views: 2552

Re: One time clock

But the counter keeps on going, it would be good if I could figure out a better timer or something that stops at 60k etc. Any solutions? Let it count forever. The max possible value for a signal is 2147483647. At 60 per second it will take 1.14 years of running continuously for it to finally overfl...
by Yoyobuae
Fri Oct 23, 2020 6:33 pm
Forum: Gameplay Help
Topic: How to sample a signal based on a clock?
Replies: 4
Views: 1977

Re: How to sample a signal based on a clock?

This works if the value changes rapidly. But Im trying to monitor accumulators. The values are pretty static, so I need to know whether its been increasing/decreasing over a period of several ticks. As mentioned by DaveMcW the easiest way to convert a varying signal into a signal which represents t...
by Yoyobuae
Tue Oct 20, 2020 12:52 am
Forum: Gameplay Help
Topic: Struggling with a simple combinator setup
Replies: 4
Views: 1566

Re: Struggling with a simple combinator setup

Using a simple SR latch is the right way to go. What you need to do is to modify the SET and RESET conditions to react to the accumulator charging/discharging, regardless of the actual charge level. Converting a varying signal into a rate of change signal can be done with an arithmetic combinator an...

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