Search found 233 matches
- Mon Dec 05, 2022 5:48 am
- Forum: Gameplay Help
- Topic: Train loaders that shouldn't work
- Replies: 13
- Views: 2223
Train loaders that shouldn't work
Here are two related loading arrangements that I don't recall seeing discussed previously (feel free to correct me if they have been) and that seem to work much better than they have any right to: loader30_cropped.png The one on the left completely eats both fast belts of input (i.e. 60/s), despite ...
- Wed Oct 12, 2022 11:08 pm
- Forum: Gameplay Help
- Topic: do resources in factorio go up or down. and at what productivity lvl they switch direction?
- Replies: 19
- Views: 3645
Re: do resources in factorio go up or down. and at what productivity lvl they switch direction?
In other words, if you dedicate a fixed amount of miners to mine the resources needed for mining productivity, you'll never have to adjust that amount. (But they'll be increasingly more idle since mining productivity makes them mine faster, while research takes longer.) Alternatively, you can incre...
- Thu Sep 15, 2022 10:28 pm
- Forum: General discussion
- Topic: Defending your base is just to easy!
- Replies: 123
- Views: 36335
Re: Defending your base is just to easy!
I could of course simply stop using pd3 in miners, and drop my pollution by miners close to 0 by switching to eff1 en masse, but I don't think that it counts as fun gameplay, when I am being punished for maximising my production with no way of fighting back. If you have level 3 artillery range you ...
- Thu Sep 15, 2022 10:48 am
- Forum: General discussion
- Topic: Defending your base is just to easy!
- Replies: 123
- Views: 36335
Re: Defending your base is just to easy!
My factory is in standby mode. "Don't defend your factory, defend your pollution cloud." If you do that, the only bugs you have to kill are the occasional party of migrating settlers. If you are not doing that, then you are not ready to go into 'stand-by mode' until you have pushed your d...
- Sun Sep 11, 2022 2:58 am
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 21061
Re: why prod modules are important
With modules, you can also boot strap them, which one frequently does, even in speed runs. Ie, you place PM1, and as production / tech ramps up, you replace them with PM2 (reusing the PM1s of course), and then finally PM3s. Upgrade BPs FTW. Yes, and even if you don't actually do it this way, the co...
- Fri Sep 09, 2022 7:45 am
- Forum: Gameplay Help
- Topic: I don’t understand the reasoning behind Nuclear Power (a finite resource)
- Replies: 46
- Views: 7437
Re: I don’t understand the reasoning behind Nuclear Power (a finite resource)
A nice challenge with a remarkably simple solution discussed at length here .
- Fri Sep 09, 2022 6:32 am
- Forum: Gameplay Help
- Topic: I don’t understand the reasoning behind Nuclear Power (a finite resource)
- Replies: 46
- Views: 7437
Re: I don’t understand the reasoning behind Nuclear Power (a finite resource)
That totally explains it. I usually set up one or two as soon as I research centrifuges and let it churn away on uranium. Then by the time I have Covarex I likely have the 40 U-235 needed. Well you see, one centrifuge works out to (with a degree of randomness) approximately 40 u-235 in 19 hours. I'...
- Thu Sep 08, 2022 8:49 am
- Forum: General discussion
- Topic: I’ve gotta say hats off to the developers of Factorio. (My thoughts and mini-review of Factorio)
- Replies: 6
- Views: 2099
Re: I’ve gotta say hats off to the developers of Factorio. (My thoughts and mini-review of Factorio)
It already has.CaptainSlide wrote: ↑Thu Sep 08, 2022 3:32 amIf Factorio doesn't join the ranks of legendary games like the ones I mentioned earlier it will be a tragedy.
- Thu Sep 08, 2022 8:48 am
- Forum: Gameplay Help
- Topic: I don’t understand the reasoning behind Nuclear Power (a finite resource)
- Replies: 46
- Views: 7437
Re: I don’t understand the reasoning behind Nuclear Power (a finite resource)
I probably hang on to steel furnaces too long; an earlier switch to nuclear power (before researching Kovarex) and electric furnaces would save pollution. It doesn't have to be either/or. I don't start using electric furnaces until I have nuclear power up and going, but that doesn't mean I scrap my...
- Thu Sep 08, 2022 1:44 am
- Forum: Gameplay Help
- Topic: I don’t understand the reasoning behind Nuclear Power (a finite resource)
- Replies: 46
- Views: 7437
Re: I don’t understand the reasoning behind Nuclear Power (a finite resource)
Nuclear power without the Kovarex enrichment process is (as you've proved) possible, but I find not worthwhile in practice. I wouldn't try running a large nuclear power plant without Kovarex, but you can quite happily run a 4-core one (ample power for everything up to a rocket launch) on natural U-...
- Wed Sep 07, 2022 10:45 am
- Forum: Gameplay Help
- Topic: I don’t understand the reasoning behind Nuclear Power (a finite resource)
- Replies: 46
- Views: 7437
Re: I don’t understand the reasoning behind Nuclear Power (a finite resource)
70 times the density sounds about right, but I think the cost of construction is in practice more like 20 times cheaper.
- Wed Sep 07, 2022 7:26 am
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 21061
Re: why prod modules are important
placing a PM3 module in an assembly 3 producing green circuit is more than 9 times better than placing it on a mining drill. Much more than 9 times. Firstly, you can straightforwardly get much better value from the PMs in the assemblers by interleaving with beacons; if you try to do that with miner...
- Tue Jun 07, 2022 7:13 am
- Forum: Gameplay Help
- Topic: Are the impact ratios of the three variables in the map resource generator 1k-1k-1k=? (Frequency-Width-Richness)
- Replies: 18
- Views: 3682
Re: Are the impact ratios of the three variables in the map resource generator 1k-1k-1k=? (Frequency-Width-Richness)
What makes me skeptical is this: with the unmodified railroad map (33% frequency, 300% size); it looks like the total amount of resources in the default standard (100%-100%-100%) map is not equal. In the train map, while a variable decreases by 3 (33%), a variable increases by 3 times (300%), altho...
- Mon Jun 06, 2022 1:06 am
- Forum: Gameplay Help
- Topic: Are the impact ratios of the three variables in the map resource generator 1k-1k-1k=? (Frequency-Width-Richness)
- Replies: 18
- Views: 3682
Re: Are the impact ratios of the three variables in the map resource generator 1k-1k-1k=? (Frequency-Width-Richness)
Sample: 600% frequency, 100% richness, 100% width with this map: 100% frequency, 200% richness, 300% width, Are the amount of resources in these two map settings equal? It decreases by 6 times in rate, while it increases (2x3) in the others. The wiki has only explained what frequency means, what ...
- Mon May 02, 2022 10:09 pm
- Forum: Releases
- Topic: Version 1.1.58
- Replies: 19
- Views: 15707
Re: Version 1.1.58
At last! This has been a recurring irritation, for ages now the only obvious bug in normal vanilla gameplay.FactorioBot wrote: ↑Mon May 02, 2022 1:48 pm
- Fixed that cliff deconstruction wasn't issued when the corrected cliff collision box overlapped with ghost entities. (66400)
- Thu Apr 14, 2022 7:37 am
- Forum: General discussion
- Topic: Is using other people’s blueprints cheating?
- Replies: 50
- Views: 19569
Re: Blueprints don't ruin fun
Making, using and tweaking your own blueprints is a core part of Factorio gameplay. Being inspired by other people's blueprints, and learning from them new ways of solving problems or optimising production, is a core part of the Factorio online community experience. Using other people's blueprints w...
- Tue Mar 15, 2022 1:16 am
- Forum: General discussion
- Topic: What starting settings does everyone use?
- Replies: 14
- Views: 9061
Re: What starting settings does everyone use?
Mostly default; it's a well-balanced game. Just two tweaks:- Research queue always on; this should be a UI setting, not an advanced(!) gameplay setting. Starting area size turned up to 150% or 200%; being swarmed by biters when you've only been going for 20 minutes and don't yet have any defensive t...
- Tue Mar 01, 2022 8:56 am
- Forum: Combinator Creations
- Topic: UPS optimization - 100vs500 lanes (spoiler: 500 lanes results are more stable)
- Replies: 4
- Views: 2337
- Mon Feb 28, 2022 1:33 am
- Forum: Combinator Creations
- Topic: UPS optimization - 100vs500 lanes (spoiler: 500 lanes results are more stable)
- Replies: 4
- Views: 2337
- Mon Feb 21, 2022 7:21 am
- Forum: Gameplay Help
- Topic: Best oil for flame towers?
- Replies: 16
- Views: 8893
Re: Best oil for flame towers?
Isn´t heav oil more effective then light oil even if the damge would be same? Because you nee less crude oil for it? Yes, heavy oil gives the best damage per real cost. The main downside is that it is produced in a (comparatively small) steady stream, but consumed in occasional tank loads whenever ...