Search found 199 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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.
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.
- 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...
- 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.
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.
- 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.
- 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...
- 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...
- 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.
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.
- 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...
- 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 ...
- 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.
I don't really see how this is different from a loader, or why we need it over inserters.
- 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.