Search found 432 matches

by foamy
Sat Feb 20, 2021 9:19 am
Forum: Energy Production
Topic: Compact 4.8 GW Nuclear Reactor
Replies: 37
Views: 53429

Re: Compact 4.8 GW Nuclear Reactor

141a.png I made a new variant of the core on this reactor which has an independent power supply. Main reason: This reactor works by using a clock to time how long a fuel rod burns and than it inserts the next one. Clocks slow down if you have a deep brown out - which means your reactor doesn't get ...
by foamy
Sat Feb 20, 2021 9:11 am
Forum: Energy Production
Topic: Perfect Nuclear Cloverleaf v3, Modular 1-4 cores book : 40-480MW, All the bells and whistles
Replies: 56
Views: 27818

Re: Perfect Nuclear Cloverleaf, Book of modular 1-4 cores : 40-480MW, Losseless, two power grids, all the bells and whis

2N design - wide design with lots of gaps means the power efficiency per tile is lower Hang on, what gaps are you talking about in a 2N design? My design is: x(58) * y(58) = z(3364) tiles taken 2N design uses: x(10) * y() = z() tiles taken 10 is size of two cores. Input y compute z then you will se...
by foamy
Sat Feb 20, 2021 9:10 am
Forum: Energy Production
Topic: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)
Replies: 12
Views: 6855

Re: 2N-Reactor, ultra-compact (EPD 383 kW/Tile)

How did you get your figure for energy density? By my count, your design (excluding the outer roboports & power) is 334 tiles wide by 60 long, for a total area of 20,040 tiles. It outputs, even in the ideal of an indefinitely tiled design, 3840 MW, which comes to ~191KW/tile. I think you might'v...
by foamy
Thu Feb 18, 2021 8:52 pm
Forum: Energy Production
Topic: Perfect Nuclear Cloverleaf v3, Modular 1-4 cores book : 40-480MW, All the bells and whistles
Replies: 56
Views: 27818

Re: Perfect Nuclear Cloverleaf, Book of modular 1-4 cores : 40-480MW, Losseless, two power grids, all the bells and whis

I like the general idea, but 2N-designs provide much better efficiency. Lets assume you build quite large 20cores plant for 3GW 2N design - you need a massive lake which is very hard to find on the default maps, or you need mods to dig up terrain - you will need tons of landfill - you create one la...
by foamy
Tue Feb 16, 2021 3:56 am
Forum: Implemented in 2.0
Topic: show different appearance to blacklist/whitelist icons in alt mode
Replies: 21
Views: 4720

Re: Visualize negated filter inserters

Its not about the naming convention. Its about the in-game visualisation. Currently you can not tell the difference between filter inserters by just looking at them (inserters with a blacklist configured look the same as inserters with a whitelist configured). Just look at the example with the scie...
by foamy
Thu Feb 04, 2021 10:49 pm
Forum: Ideas and Suggestions
Topic: New infinite research
Replies: 20
Views: 5417

Re: New infinite research

I'm not sure about boosting roboport output. I guess the goal is to reduce robot downtime, which is fine, but personally I'd like to address the actual range a 'bot can fly on a single charge as well. The bots' consumption is a fixed constant drain + a certain amount per tile. No matter how fast a ...
by foamy
Thu Feb 04, 2021 7:44 pm
Forum: Ideas and Suggestions
Topic: New infinite research
Replies: 20
Views: 5417

Re: New infinite research

I'm not sure about boosting roboport output. I guess the goal is to reduce robot downtime, which is fine, but personally I'd like to address the actual range a 'bot can fly on a single charge as well.
by foamy
Wed Feb 03, 2021 10:07 pm
Forum: Ideas and Suggestions
Topic: Make production graphs cleaner
Replies: 23
Views: 2329

Re: Make production graphs cleaner

Just switch to shorter time scale for details. Large scale already hides short peaks, so smoothing would be not so "destructive" as you think. I mean, graphs hide fine details by now, and players are fine with that :) Problem there is that you can't examine arbitrary segments at high reso...
by foamy
Wed Feb 03, 2021 9:06 pm
Forum: Ideas and Suggestions
Topic: New infinite research
Replies: 20
Views: 5417

Re: New infinite research

Robot Battery Research. Yes please x 1000. I've never understood why the players personal equipment seems so limited. What's inherently wrong in giving players higher capacity batteries / fusion reactors / personal robo's? So we could rock up to an outpost, smelting array or whatever and get stuff ...
by foamy
Wed Feb 03, 2021 9:02 pm
Forum: Gameplay Help
Topic: Reset a Combinator Clock
Replies: 8
Views: 8160

Re: Reset a Combinator Clock

There's really no need to check every reactor. One is enough. This means you can implement a used-cell based timing circuit that will fail-on, and so require no manual intervention to start-up (or restart after a supply interruption), and do so with exactly one combinator. Take one output inserter. ...
by foamy
Wed Feb 03, 2021 11:57 am
Forum: Gameplay Help
Topic: When can I (safely) start with nuclear power?
Replies: 29
Views: 10537

Re: When can I (safely) start with nuclear power?

edit: if using accumulators, you'll want enough of them in the power grid to support use for a couple seconds as the heat from new cells takes a moment to propagate to the exchangers I wondered about the accumulators... every screenshot I see has both solar panels and accumulators for emergency pow...
by foamy
Wed Feb 03, 2021 10:14 am
Forum: Gameplay Help
Topic: Please explain to me how the electrical system works.
Replies: 18
Views: 5365

Re: Please explain to me how the electrical system works.

But it's actually solar you most want the early warnings with! A large-scale solar setup with a backup that trips only on accumulator level is unlikely to have that backup engage in time to accomplish anything. You want to plug your backup into the system early if you pick up warning signs that you...
by foamy
Tue Feb 02, 2021 9:49 am
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 20196

Re: Efficiency Module Scaling

Make prod use fewer components per craft, instead of giving you more outputs. And remove the speed penalty. That is only a quantitative change. For the same percentages, it makes productivity modules better. But it doesn't change the nature of the synergy between productivity and speed. Yes, it doe...
by foamy
Tue Feb 02, 2021 7:10 am
Forum: General discussion
Topic: Poll for strategies to power your equipment grid
Replies: 24
Views: 7465

Re: Poll for strategies to power your equipment grid

Reasons for my votes, which match for the most part the most popular answers. I always user the Personal Fusion Generator. Obviously, I don't use it until I've unlocked it. But I tend to rush it and when I get it, those portable solar panels go in the trash bin. I prefer to not have to think about ...
by foamy
Tue Feb 02, 2021 7:02 am
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 20196

Re: Efficiency Module Scaling

Short of killing the Prd/Spd coefficient combo, we need to find something Eff modules can play off of with either Spd or Prod. Make prod use fewer components per craft, instead of giving you more outputs. And remove the speed penalty. That would immediately make it so that if you want more material...
by foamy
Tue Feb 02, 2021 6:30 am
Forum: Balancing
Topic: Nerf the Portable Fusion Reactor?
Replies: 82
Views: 23715

Re: Nerf the Portable Fusion Reactor?

As for busy work, in IR it was solved with auto-refuel from inventory. So it's more inventory tax and a bit of logistics, just like ammo. That's the point, though: It's nothing new, it presents no challenge you've not already solved w.r.t. ammo or building supplies. It's just another thing to add t...
by foamy
Tue Feb 02, 2021 6:00 am
Forum: Balancing
Topic: Nerf the Portable Fusion Reactor?
Replies: 82
Views: 23715

Re: Nerf the Portable Fusion Reactor?

ptx0 wrote:
Tue Feb 02, 2021 5:46 am
well obviously the radiation should harm you! then you only get 154 minutes of PFR use.
Krastorio does that, and it sucks. Some weasel installed it mid-flow on a MP server I was on and caused me a bunch of deaths :v
by foamy
Tue Feb 02, 2021 4:36 am
Forum: Balancing
Topic: Nerf the Portable Fusion Reactor?
Replies: 82
Views: 23715

Re: Nerf the Portable Fusion Reactor?

Honestly, I think there's a place in Factorio for a 2x2 fuel-powered generator with a per-slot output somewhere between solar and PFR levels, so that your armour scales better in the midgame, the PA1 sort of era. That's the point at which getting additional juice out of your armour can be quite usef...
by foamy
Tue Feb 02, 2021 3:16 am
Forum: Gameplay Help
Topic: Please explain to me how the electrical system works.
Replies: 18
Views: 5365

Re: Please explain to me how the electrical system works.

Detect an impending brownout? If you’re using solar, either you have the power or you don’t. Either you have enough solar panels and accumulators, or you don’t. If you don’t, you’re not just going to have brownout, it’ll be a blackout come nightfall. Nuclear? Yea, there you can have a brownout, but...
by foamy
Tue Feb 02, 2021 2:45 am
Forum: Gameplay Help
Topic: When can I (safely) start with nuclear power?
Replies: 29
Views: 10537

Re: When can I (safely) start with nuclear power?

I build out to 6:120:240, myself. Takes a hair under two red belts of coal, but it can be jammed into a fairly compact space via daisy-chain insertion, and it'll generate ~216MW no prob. Slam on some tanks and convert to turbines later and you have a pretty beefy backup/bridging plant, as well. See ...

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