IMO 90kw is the cutoff for power efficiency.
Miners get all slots filled for sake of pollution.
Eff1 is magical. Especially if you get a bad desert seed.
Search found 199 matches
- Mon Nov 04, 2019 6:08 pm
- Forum: Balancing
- Topic: Difficulty setting to scale science costs/alter mid-game tedium
- Replies: 21
- Views: 8008
- Fri Nov 01, 2019 6:56 pm
- Forum: Ideas and Suggestions
- Topic: Better module management
- Replies: 2
- Views: 1412
Re: Better module management
I've suggested & supported having shift r/l mouse settings copy also copy modules for a while, would be super useful.
Upgrade planner should also be able to do it.
Upgrade planner should also be able to do it.
- Thu Oct 31, 2019 3:02 pm
- Forum: Balancing
- Topic: Landfill needs a change. 20 Stone for 1 tile? Ridiculous!
- Replies: 41
- Views: 15662
Re: Landfill needs a change. 20 Stone for 1 tile? Ridiculous!
I've never had issues generating enough landfill @ 20:1.
- Thu Oct 31, 2019 3:01 pm
- Forum: Ideas and Suggestions
- Topic: Track pad functionality
- Replies: 2
- Views: 961
Re: Track pad functionality
Can you rebind the hotbar in settings?
- Wed Oct 30, 2019 2:28 pm
- Forum: Ideas and Suggestions
- Topic: Hold a key to constrain to "furthest placeable location"
- Replies: 3
- Views: 1022
Re: Hold a key to constrain to "furthest placeable location"
I often play using my magic trackpad 2, basically as nice as trackpads come, and it's not bad.JimBarracus wrote: ↑Wed Oct 30, 2019 7:07 amits like playing a racing game with a keyboard
it works but it's far from the optimum
This would make it way, way easier.
- Tue Oct 29, 2019 11:53 pm
- Forum: Ideas and Suggestions
- Topic: Hold a key to constrain to "furthest placeable location"
- Replies: 3
- Views: 1022
Hold a key to constrain to "furthest placeable location"
Placing power poles or underground belts or pipes can be a little annoying right now because it's really easy to place it one tile off. I would like to hold a modifier key (ctrl?) to do the following: 1. When within a valid connecting range work exactly like normal placement 2. When outside the vali...
- Tue Oct 29, 2019 7:48 pm
- Forum: Ideas and Suggestions
- Topic: Light rail
- Replies: 16
- Views: 4418
Re: Light rail
Meanwhile I use compression mods, namely: https://mods.factorio.com/mod/deadlock-beltboxes-loaders And that made a lot of fun, cause it is in my eyes nearly perfect balanced. Maybe I'm not looking at it right, what's the downsides to loaders and compression? It looks like a straight upgrade. I see ...
- Tue Oct 29, 2019 6:54 pm
- Forum: Modding interface requests
- Topic: Disable pollution generating chunks
- Replies: 3
- Views: 1457
Re: Disable pollution generating chunks
Could a mod simply disable the generation entirely, generate new chunks only on its own terms (namely player movement) and then calculate the "overflow" pollution to increase biter waves to match what they would otherwise be? Though if you're going that far, it seems like a better mod UPS ...
- Tue Oct 29, 2019 4:41 pm
- Forum: Ideas and Suggestions
- Topic: Inserters with ghost wires
- Replies: 4
- Views: 932
Re: Inserters with ghost wires
Support It would also be nice to be able to see the current values on a wired item, rather than having to always go thru a power pole. It would also be nice to generally be able to set circuit network settings even before the item is wired. I know they're stored, since copy/paste works even if it's ...
- Mon Oct 28, 2019 8:33 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: UPS Wars 3 - Electronic Circuits
- Replies: 100
- Views: 36606
Re: UPS Wars 3 - Electronic Circuits
No choice in where we put our research? I liked the design that just gave us X research points to allocate as we desired.
- Mon Oct 28, 2019 8:32 pm
- Forum: Ideas and Requests For Mods
- Topic: SR-latch
- Replies: 17
- Views: 10837
Re: SR-latch
Perhaps there is something I'm not understanding, but is this not a SR-latch? https://wiki.factorio.com/Power_switch An SR latch is a mechanism that toggles when an input crosses a threshold, and does not toggle back until crossing a separate threshold. The common example in Factorio is steam stora...
- Mon Oct 28, 2019 6:01 pm
- Forum: General discussion
- Topic: are more ammo-based turrets comming?
- Replies: 17
- Views: 5698
Re: are more ammo-based turrets comming?
That's going to be something you get from mods. The mods in this game go really in depth into things.
Personally, I like how Industrial Revolution handled a lot of combat changes. I went in expecting some cool crafting changes, also got fun turrets.
Personally, I like how Industrial Revolution handled a lot of combat changes. I went in expecting some cool crafting changes, also got fun turrets.
- Sun Oct 27, 2019 6:16 pm
- Forum: Gameplay Help
- Topic: Can not understand train signals.
- Replies: 3
- Views: 1323
Re: Can not understand train signals.
Rule of thumb is chain in, rail out.
Deeper explanation: Chain in means that a train won't enter a section unless it can clear the section. Rail out means that once a train gets past the next signal after that the intersection is "clear" again so more trains can enter.
Deeper explanation: Chain in means that a train won't enter a section unless it can clear the section. Rail out means that once a train gets past the next signal after that the intersection is "clear" again so more trains can enter.
- Sat Oct 26, 2019 3:23 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 361785
Re: [MOD 0.17] Industrial Revolution
hello Deadlock, Thank you for making such a fantastic mod. I have a small bug to report: all prod modules (1-3) increase pollution by 10x the tooltip amount (i.e. 50% instead of 5%, 70% instead of 7%, 100% instead of 10%). That is part of the base game. Energy use is directly tied to pollution. Pro...
- Fri Oct 25, 2019 10:24 pm
- Forum: Ideas and Suggestions
- Topic: Copy/paste should put the blueprint string into clipboard
- Replies: 1
- Views: 567
Copy/paste should put the blueprint string into clipboard
This would make it much faster & easier to share blueprints and get help for debugging. No more poorly lit screenshots! Much easier to tell a newbie "just copy/paste it". In a perfect world this would also include things not normally in a blueprint, such as fluid levels in pipes, produ...
- Fri Oct 25, 2019 6:14 pm
- Forum: Outdated/Not implemented
- Topic: Allow setting recipies on factories before research
- Replies: 41
- Views: 14889
Re: Allow setting recipies on factories before research
I don't feel like blueprinting is intended to be used to the scale that this entails. Maybe I'm wrong. However, a couple of fixes I could see making people happier: 1. Using blueprint to set recipes on existing buildings, where a construction bot goes and travels to set the recipe if player is out o...
- Fri Oct 25, 2019 5:34 pm
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 40120
Re: Lategame mining options are lacking
I like how Industrial Revolution handled mining. Big buildings, with even bigger footprint - think 2x the size of a normal drill, and footprint goes 2 tiles out. This gives you a balance between "sparsing" the patch, with as little miner overlap as possible, or going full density, in a mor...
- Fri Oct 25, 2019 4:44 pm
- Forum: Not a bug
- Topic: [0.17.73] Personal roboport stopped working in this version
- Replies: 3
- Views: 895
Re: [0.17.73] Personal roboport stopped working in this version
For clarity, your "toggle personal roboport" is set to "off" - top right icon in the row of icons to the right of the quickbar.
- Fri Oct 25, 2019 2:36 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 47333
Re: Friday Facts #318 - New Tooltips
Forgive my ignorance, but why can't bots carry multiple items when placing a blueprint? I would imagine it should go something like 1. bp placed 2. ghosts assigned to bots 3. ghost is marked as "targeted" 4. bots go place items So for step 2, a group of nearby structures all get assigned t...
- Fri Oct 25, 2019 1:18 pm
- Forum: Modding help
- Topic: Creating Assembly machine with integrated Electric pole
- Replies: 32
- Views: 6907
Re: Creating Assembly machine with integrated Electric pole
q3) Impossible. on_built does not fire if collision prevents the pole from being built in the first place. You'd have to change the collision mask of the pole so that it becomes placeable *everywhere* and then offensively script to remove it everywhere except your machine. It's as ugly as it sounds...