Search found 199 matches

by Cribbit
Thu Oct 17, 2019 6:32 pm
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 43
Views: 13038

Re: Power switches should be 1x1

The "why" is fuel loading, namely the standard "steam buffer" nuclear where you only load more fuel (into every reactor at once) when you get low on steam. Generally, a belt rings the entire set of reactors. The easy method is to simply fill one side of the belt entirely with fu...
by Cribbit
Thu Oct 17, 2019 1:22 pm
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 43
Views: 13038

Re: Power switches should be 1x1

The point is to only have a 2-gap. Of course it's an easier problem with a bigger gap. This only works with 1 power switch per reactor. You can't do that on a 2 gap, because switches are 2x2. You can't have roboports, because they're bigger than 2x2. You can't use long arm because it can't filter w...
by Cribbit
Thu Oct 17, 2019 3:25 am
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 43
Views: 13038

Re: Power switches should be 1x1

Oh, I always used requester chests for the cells and either passive providers or active providers for the used cells. Chests can be linked perpendicularly to the reactors by inserters (i.e. in the same direction the line of reactors is going), and heat pipes can run under long arms, so they fuel ca...
by Cribbit
Wed Oct 16, 2019 6:19 pm
Forum: Gameplay Help
Topic: [solved] Logic system for hand
Replies: 5
Views: 1604

Re: Logic system for hand

Read hand contents simply means that whatever is in the hand is the current signal. It does not remember previous contents of the hand. You probably want to have it reading by the contents of the box - either until the first box is 0 items, or the 2nd is 40 items. There are counting latches that wil...
by Cribbit
Wed Oct 16, 2019 6:14 pm
Forum: Ideas and Suggestions
Topic: Suggestions to improve biter experience for both new and experienced players
Replies: 18
Views: 5411

Re: Suggestions to improve biter experience for both new and experienced players

Against blue biters, damage dealt per bullet roughly doubles with each upgrade level... the issue is that you're still much better off rushing oil and flame turrets rather than getting all the pre-blue science damage upgrades... (also, AP ammo is pretty much wasted on small and medium biters and al...
by Cribbit
Wed Oct 16, 2019 6:07 pm
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 43
Views: 13038

Re: Power switches should be 1x1

I really wanted to make a 2-gap (2 tiles from reactor to first heat exchanger) fuel loading that relied on inserters that shut themselves off as soon as they grabbed fuel, and then finished their swing on another signal. With a 3 gap or with chests instead of power off you can pretty easily get it ...
by Cribbit
Thu Oct 10, 2019 5:21 am
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 43
Views: 13038

Re: Power switches should be 1x1

finishing a swing despite being disabled Cutting power works mid-swing. I realize that, and it was the reason for posting this. Specifically also for nuclear circuitry :) I really wanted to make a 2-gap (2 tiles from reactor to first heat exchanger) fuel loading that relied on inserters that shut t...
by Cribbit
Wed Oct 09, 2019 2:18 am
Forum: Ideas and Suggestions
Topic: Car aligns to cardinal directions
Replies: 32
Views: 13284

Re: Car aligns to cardinal directions

Yeah. As long as it takes, use this mod: Better vehicle control https://forums.factorio.com/forum/viewtopic.php?f=87&t=8976 (Which reminds me to go through all 0.11 mods, that are meanwhile converted :) ) Bumping this rather than suggesting again. Would love to see something like this in base g...
by Cribbit
Tue Oct 08, 2019 8:11 pm
Forum: Gameplay Help
Topic: Drill pollution
Replies: 27
Views: 8122

Re: Drill pollution

Modules are in a weird state IMO. They boil down to three use cases: 1. Eff1 to reduce pollution, primarily on pumpjacks and miners. It's not cost effective to use anything higher, just a question of 2 vs 3 (since the last one is only partially effective due to the 80% cap) 2. Eff1 to reduce electri...
by Cribbit
Tue Oct 08, 2019 7:15 pm
Forum: General discussion
Topic: Are layers seperately threaded?
Replies: 7
Views: 2826

Re: Are layers seperately threaded?

It's a wonderfully complex problem but not an impossible one.

I'm curious if it's possible to identify and define distinct blocks of area and put each area on its own thread. For example, train pathing probably doesn't need to be on the same thread as inserters deciding to take items.
by Cribbit
Tue Oct 08, 2019 7:06 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.69] Map upgrade corrupted map
Replies: 4
Views: 3141

Re: [0.17.69] Map upgrade corrupted map

Hi, this log does not contain the crash - it was probably in the "-previous" one. Oops, I can re-do and reupload. But it looks like the map files were able to be used to recreate it? I looked into this and it looks like the issue is related to the Electric Network corruption due to an arm...
by Cribbit
Tue Oct 08, 2019 6:11 pm
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 43
Views: 13038

Re: Power switches should be 1x1

Zoom can go pretty far, I'm sure it could go further.

Also, power switches do not need to have separate input/output, but could simply be whether to connect all inputs or not. Vs ariths etc that actually have distinct input/output.
by Cribbit
Mon Oct 07, 2019 6:39 pm
Forum: Balancing
Topic: Power switches should be 1x1
Replies: 43
Views: 13038

Power switches should be 1x1

Or be able to set inserters to stop mid-swing from circuit network control, rather than finishing a swing despite being disabled. It feels like this behavior is more a purposeful design choice though, and something that can be "made" if power switches were small enough to fit into designs.
by Cribbit
Sun Oct 06, 2019 9:53 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.69] Map upgrade corrupted map
Replies: 4
Views: 3141

[0.17.69] Map upgrade corrupted map

Map was saved on 0.16.51 Upgraded to .17.69 seemingly successfully. Saved the game, exited. Came back later, map won't load, gets the "please submit log" error after full green bar. Mods: LTN 1.8.0, which upgraded to LTN 1.11.1 (which added OpteraLib 0.1.8 as a dependency) This is repeatab...
by Cribbit
Fri Oct 04, 2019 12:30 am
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 133737

Re: Attacking biters with turrets makes all weapons pointless

I used to be very anti-turret creep, but after attacking more bases in other ways I don't think it's a big deal at all. I think people don't realize that pretty much all weapons in the game are rather OP. Until you face larges, you can clear bases with just grenades and explosive rockets, and faster...
by Cribbit
Fri Oct 04, 2019 12:15 am
Forum: Ideas and Suggestions
Topic: "Settings paste" should do modules as well
Replies: 1
Views: 826

"Settings paste" should do modules as well

The shift-right-click to copy, shift-left-click to paste thing, eg copy recipe between assemblers or circuit network settings between inserters.

It would be awesome if this also did modules. It's a pain to add modules when you're not filling all slots with the same module.
by Cribbit
Sat Sep 28, 2019 11:03 pm
Forum: Duplicates
Topic: Items on belt freeze when attempting sushi
Replies: 1
Views: 735

Items on belt freeze when attempting sushi

https://i.imgur.com/csC9mPU.png Belts are set to read belt, hold. Inserters are set to enable/disable, active when red/green science = 0. Can't take a video but basically the belt is spinning while the items stay still. You can see the top (red sci) inserter trying to drop an item. Picking up the i...
by Cribbit
Fri Oct 12, 2018 5:33 pm
Forum: Balancing
Topic: Laser turrets shouldn't be so spammable
Replies: 7
Views: 3818

Re: Laser turrets shouldn't be so spammable

The lack of supply chain needed for laser turrets means they are incredibly spammable. Nuclear power becomes a tipping point where base defense is as easy as spamming laser turrets everywhere. The lack of supply chain also makes them effectively smaller than gun turrets as you don't need to insert ...
by Cribbit
Thu Sep 27, 2018 7:34 am
Forum: Balancing
Topic: Chutes: End game
Replies: 10
Views: 5011

Re: Chutes: End game

So it's a 90 degree loader that can only load from one side of the belt?

I don't really see how this is different from a loader, or why we need it over inserters.
by Cribbit
Tue Sep 11, 2018 5:57 pm
Forum: This Forum
Topic: Forum update to phpBB 3.2
Replies: 120
Views: 46850

Re: Today's forum skin update

This upgrade was much needed. I know the old design was familiar but this finally gets us in line with modern forums.

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