Search found 365 matches

by JimBarracus
Tue Apr 10, 2018 5:55 am
Forum: General discussion
Topic: Resource-aware Power Strategy
Replies: 50
Views: 14868

Re: Resource-aware Power Strategy

In my current deathworld I use mainly solar with accus and I have a steam/coal setup as backup. This base is still in the beginning (about to setup yellow science) but I can handle 95% of time with just solar. I let the accus drop to 10%, then the steam engines kick in. At the same time I shut down ...
by JimBarracus
Wed Apr 04, 2018 11:23 am
Forum: News
Topic: Friday Facts #236 - Building a rollup
Replies: 63
Views: 42831

Re: Friday Facts #236 - Building a rollup

reminds me of the openTTD main menu screen.
I want a poster of this.
by JimBarracus
Wed Apr 04, 2018 11:06 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Diagonal madness
Replies: 9
Views: 49546

Re: Diagonal madness

what game is this?
It looks so different :lol:
by JimBarracus
Wed Apr 04, 2018 10:22 am
Forum: Gameplay Help
Topic: Power poles self-destruct on their own in .15?
Replies: 23
Views: 7039

Re: Power poles self-destruct on their own in .15?

Answer in one word: Defense. Biter pathfinding is bad, but thats intended. They notice polution, they get triggered and they run towards the source. Obstacles will be ignored in pathfinding. When there is something in their way, they destroy it. No matter if it is a tree or a power pole. Best soluti...
by JimBarracus
Wed Apr 04, 2018 10:06 am
Forum: Gameplay Help
Topic: 0.16 Oil processing stops when output tanks fill up
Replies: 15
Views: 12528

Re: 0.16 Oil processing stops when output tanks fill up

The optimum ratio for advanced oil processing is:
8 refineries
1 heavy oil cracking
7 light oil cracking

build it in a way where lubricant production has the priority and you should have no issues with a stalling production anymore
by JimBarracus
Wed Apr 04, 2018 8:26 am
Forum: Ideas and Suggestions
Topic: Conveyor belt speed (blue)
Replies: 58
Views: 14728

Re: Blue belt 2x faster than red belt?

dood wrote: If you got a full red belt before, you would get a full red belt after.
Where's the part that supposedly breaks?
The point is that if you split one compressed blue belt you won´t receive two compressed red belts.
Which would be possible, if blue belt speed was x 4 and not x 3.
by JimBarracus
Wed Apr 04, 2018 5:30 am
Forum: Ideas and Suggestions
Topic: Conveyor belt speed (blue)
Replies: 58
Views: 14728

Re: Blue belt 2x faster than red belt?

2 yellow belts can merge into one red belt 3 yellow belts can merge into one blue belt. You should see this from the yellow belt perspective: The red belt is two times faster and the blue belt is even three times faster compared to the yellow belt. If you still don't like it: There is a mod for that.
by JimBarracus
Tue Apr 03, 2018 10:04 am
Forum: Gameplay Help
Topic: filling maintenance train
Replies: 6
Views: 3689

Re: filling maintenance train

I keep it very simple. > cargo waggon filter > one inserter + requester chest for one item > max 12 items per wagon > only stacks, no specific amout no logic required, every inserter has one task you can use stack inserters for every item inserters cant get stuck because they only handle one type Do...
by JimBarracus
Tue Apr 03, 2018 9:46 am
Forum: Technical Help
Topic: A timelapse of a replay
Replies: 7
Views: 4382

Re: A timelapse of a replay

Press m (default) and zoom in.
You should see the world and you can move around without the character.
The area needs to be covered by a radar.
by JimBarracus
Tue Apr 03, 2018 5:53 am
Forum: Technical Help
Topic: A timelapse of a replay
Replies: 7
Views: 4382

Re: A timelapse of a replay

You could use the map mode.
But you can't zoom out very far without using the simplified view.
by JimBarracus
Wed Mar 28, 2018 12:44 pm
Forum: Gameplay Help
Topic: A Question About Storage Chests on a Network
Replies: 11
Views: 4023

Re: A Question About Storage Chests on a Network

A spread storage chest system is not usefull. Bots will try to sort certain items together Build a central cluster of storage chests for unused stuff. Place requester chests at certain points and request the unneeded items to reinclude them in the production line. For example everything burnable goe...
by JimBarracus
Wed Mar 28, 2018 10:37 am
Forum: Releases
Topic: Version 0.16.35
Replies: 11
Views: 14721

Re: Version 0.16.35

So for the transition, I assume this will change the tiles underneath entities that were built on these tiles to the correct ones? Or will the game eat whatever item was placed on these tiles? No. The transition tile used to be barely covered by land making it look like entities are built in the wa...
by JimBarracus
Wed Mar 28, 2018 7:28 am
Forum: Gameplay Help
Topic: Miners - saturated belt - furnaces - saturated belt
Replies: 9
Views: 14509

Re: Miners - saturated belt - furnaces - saturated belt

Zool wrote:perfectly balancing mines is pointless
Ore fields also don't have an equal spread of ores per tile
In the middle there is a way higher ore density.

Just cover the complete ore field with miners and balance it at the station.
by JimBarracus
Mon Mar 19, 2018 11:06 am
Forum: General discussion
Topic: Factorio should have DLC.
Replies: 94
Views: 30551

Re: Factorio should have DLC.

do you know the diffrence between finished game and additional feature ? Pretty much this: Most of the DLCs of Stellaris, but also from the other Paradox games, should have been part of the base game from the release on, instead of always aiming for a low quality quick release and fixing up their s...
by JimBarracus
Fri Mar 16, 2018 8:13 am
Forum: General discussion
Topic: [POLL]Which major update do you think will end up being 1.0?
Replies: 30
Views: 10656

Re: [POLL]Which major update do you think will end up being 1.0?

The most important feature will be the amount of stuff you will be able to mod. When the devs open up the final game so much, that you can virtually mod anything into it. I'm speaking about a modlevel compareable to a video-game-creator. It will keep the game alive for a very long time. Think of arm...
by JimBarracus
Fri Mar 16, 2018 5:46 am
Forum: Gameplay Help
Topic: I need help with Steel Production
Replies: 15
Views: 13173

Re: I need help with Steel Production

I like the compact design!
by JimBarracus
Thu Mar 15, 2018 6:59 am
Forum: Gameplay Help
Topic: Refinery problem
Replies: 27
Views: 7779

Re: Refinery problem

place a tank for each product south of the refineries pump all products into the tanks, it's best to keep the direct output pipes empty connect both sides and merge it into one, creating one mass storage of oil products. You don't have to connect the direct outputs, just the storage Expand the conve...
by JimBarracus
Thu Mar 15, 2018 6:32 am
Forum: Gameplay Help
Topic: I need help with Steel Production
Replies: 15
Views: 13173

Re: I need help with Steel Production

You can turn iron ore directly into steel plates, without belt spaghetti Just feed iron ore in the first furnace and then the iron plates in the next furnace by coinsidence you need 5 iron plates and the smelting time for steel is 5 times longer than for iron. perfect ratio. If you place a buffer ch...
by JimBarracus
Wed Mar 14, 2018 7:13 am
Forum: General discussion
Topic: inconsitent behavior of cables and logic wires
Replies: 3
Views: 1717

inconsitent behavior of cables and logic wires

I don't remember how I got on this but I noticed inconsistent behavior with cables and logic wires: > a power pole can have up to 5 connections >if you want to handwire a power pole you "lose" 5 cables and you have to use cables which you don't get back. >when you deconstruct the power pol...
by JimBarracus
Tue Mar 13, 2018 11:59 am
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 199648

Re: Solar panels less of a no-brainer

Solar panels are fine. Accumulators are op. Reduce the amount of energy they can store. Then introduce research that increases storage back to its current 5 MJ value. This should not have any ups impact on megabases that rely on solar/accumulator power once the initial research is complete. Dependi...

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