Search found 89 matches

by Linosaurus
Thu Jan 19, 2017 10:25 pm
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 81306

Re: Friday Facts #173 - Nuclear stuff is almost done

So on one hand that looks cool. On the other hand, it's going to be tough to explain to the player why exactly there should be three separate pipes with hot water in them instead of, say, one. A new player might do cold water -> nuclear plant -> turbine ( -> steam engine to get rid of the water). Th...
by Linosaurus
Tue Jan 17, 2017 1:56 am
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 81306

Re: Friday Facts #173 - Nuclear stuff is almost done

Referenced your comment here . Good idea! Ah cool, thanks. (..) so just have to trust they know what they're doing =) Easy enough with the Factorio devs. Oh indeed. I was very impressed with the iterative design process when they introduced loaders, then the initial version of stack inserters, then...
by Linosaurus
Mon Jan 16, 2017 7:54 pm
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 81306

Re: Friday Facts #173 - Nuclear stuff is almost done

Perhaps the science pack costs has been massive changed since that FF. On another topic. Let's make some ideas to make closed water cycle an option that fits nicely in but can still be completely ignored. Here's mine. Steam turbines are available way before nuclear. You can use them as a more powerf...
by Linosaurus
Sat Jan 14, 2017 9:17 pm
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 81306

Re: Friday Facts #173 - Nuclear stuff is almost done

Heat pipes are a real thing. Admittedly that's for cooling a CPU, it's ludicrous to hook it up to a power plant. But it works for me to think of it like a magic upscaled Sci fi version. what do the steam engines do in this setup? Turn secondary "cold" water in to motion? The reactor does n...
by Linosaurus
Sat Jan 14, 2017 11:28 am
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 81306

Re: Friday Facts #173 - Nuclear stuff is almost done

Mega base builders sometimes complain about how boring it is to stamp down blueprints for a bazillion solar panels. Nuclear power could help a lot there. I'm hoping it as 1%-10% if the physical footprint.
by Linosaurus
Fri Jan 13, 2017 9:52 pm
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 81306

Re: Friday Facts #173 - Nuclear stuff is almost done

I hope that heat pipes still lose efficiency with distance as was mentioned in FF #164. Alternative idea to meltdown. - Reactors have a ramp up time, they only reach 100% power after maybe three minutes. - If you don't use all the heat, a little bar fills on the reactor. - When it is full, the safet...
by Linosaurus
Mon Jan 02, 2017 11:18 am
Forum: Railway Setups
Topic: Compact tileable 1-belt unload station
Replies: 39
Views: 18108

Re: Compact tileable 1-belt unload station

I really don't see any reason to care that much about balancing all the chests. Different use case I think. If you generally have the ore belt backed up all the way to the station, and use the station as a buffer so it is often over 1/3 full, then keeping the chest content balanced helps unloading ...
by Linosaurus
Fri Dec 30, 2016 10:08 pm
Forum: News
Topic: Friday Facts #171 - So long 2016
Replies: 37
Views: 22150

Re: Friday Facts #171 - So long 2016

Looking good! I suggest renaming deaths into losses, since I spent two seconds wondering how he got killed fourteen times by construction robots. Two seconds!
by Linosaurus
Fri Dec 23, 2016 6:29 pm
Forum: News
Topic: Friday Facts #170 - Blueprint library GUI design and redesign
Replies: 70
Views: 35863

Re: Friday Facts #170 - Blueprint library GUI design and redesign

Blueprint library will be awesome. My two cents. I'd like the right half to be player and game specific so I can keep things here without sharing with others or my other saves. This could actually just be a huge inventory window, where you can put blueprint *items* and books, but nothing else. On th...
by Linosaurus
Mon Oct 31, 2016 1:23 am
Forum: Gameplay Help
Topic: How to know if chest is full
Replies: 6
Views: 9918

Re: How to know if chest is full

You cannot check this directly, but you can do workarounds. For example. Instead of belt->inserter->chest you want to be full, you can do belt->inserter->other chest->inserter->chest you want to be full. And then you check if the other chest has more than say 15 items in it, because then the chest y...
by Linosaurus
Thu Oct 20, 2016 11:29 pm
Forum: Gameplay Help
Topic: Train waiting bays unused
Replies: 18
Views: 10898

Re: Train waiting bays unused

Trains don't look at distance, they look at signals. That is a very helpful info that makes a lot of sense, that explains why most of time my trains would always chose the far left waiting bay: it's the one with the fewest number of signals. It seems that chain signals are counted differently from ...
by Linosaurus
Fri Oct 07, 2016 11:59 pm
Forum: Gameplay Help
Topic: Train offloading
Replies: 26
Views: 13282

Re: Train offloading

I am tempted to say it seems to me that splitter logic must be seriously flawed for this to ever occur. However, I suspect there is something I am overlooking. If someone can express what it is, I would be very interested. Splitters reliably divide inputs into outputs. They do not reliably pull equ...
by Linosaurus
Fri Oct 07, 2016 9:47 pm
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 106210

Re: Friday Facts #159 - Research revolution

Engine units in pack 3 is an interesting change. Going to need a lot of assemblers for that! I think I like having science take up some more room. And having to build a whole bunch of assemblers is definitely easier than setting up battery production for the first time. edit: Maybe the logistics cha...
by Linosaurus
Sun Oct 02, 2016 9:07 pm
Forum: Gameplay Help
Topic: Unusual Train Pathing
Replies: 8
Views: 2502

Re: Unusual Train Pathing

If you completely block off the left ones by removing a piece of rail from each entrance, do the trains go to the right? This is just to rule out that some minor error makes them inaccessible.
by Linosaurus
Fri Sep 30, 2016 9:55 am
Forum: Energy Production
Topic: A guide to Night Steam with Hot Water Storage
Replies: 18
Views: 32111

Re: A guide to Night Steam with Hot Water Storage

Except I find the savings from using a dedicated day-store design to be significant. When you consider a 1/14/10 the "1" is fiddly and the "14" is parts intensive, the 14 is actually 14 boilers, 14 inserters and (perhaps) 14 belts. The 10 is just 10 steam engines. So if you can ...
by Linosaurus
Tue Sep 27, 2016 10:36 pm
Forum: Combinator Creations
Topic: Nonblocking, expandable buffer
Replies: 12
Views: 8422

Re: 4 Lane buffer (full throughput, expandable, fairly compact)

Then you connect each inserter to their respective chest and the arithmetic combinator output. The inserter check if Everything < 1. Great explanation, thanks. I forgot about the divide by -4 trick. Saw it a few months ago, probably the same post you linked, but not the method I used myself. Oh, an...
by Linosaurus
Tue Sep 27, 2016 9:24 pm
Forum: Balancing
Topic: Optimal usage of landfill creates terrible gameplay.
Replies: 7
Views: 3599

Re: Optimal usage of landfill creates terrible gameplay.

Yeah they said they don't consider it a bug which is fair enough, but I'd say it can still be a feature request. I also would prefer if the easy way didn't cost several times more resources. One solution is to make the fill size 2x2 instead of 1x1 and snap like railways do, so that you cannot place ...
by Linosaurus
Tue Sep 27, 2016 9:02 pm
Forum: Combinator Creations
Topic: Nonblocking, expandable buffer
Replies: 12
Views: 8422

Re: 4 Lane buffer (full throughput, expandable, fairly compact)

(A minor detail is that I'm using only an arithmetic combinator for the even loading, the constant combinator is not necessary). Wait really? I'd expect the inserter condition to become '0 < 0' when the chests are empty. I'm probably misunderstanding something. I've used a similar even-loading setu...
by Linosaurus
Tue Sep 27, 2016 5:30 pm
Forum: General discussion
Topic: Just had to wiki the chain signals AGAIN
Replies: 16
Views: 7722

Re: Just had to wiki the chain signals AGAIN

Idea. Whenever you highlight a chain signal, a line is drawn along the track towards any non-chain signal that can affect it. So this line would go past any other chain signals, until it reaches a normal signal (Or, I guess, a dead end).
by Linosaurus
Wed Sep 21, 2016 4:20 pm
Forum: Gameplay Help
Topic: Beacons and power usage
Replies: 4
Views: 2406

Re: Beacons and power usage

mennoo1996 wrote:Same for eff modules, but the other way around. Which power usages decrease?
It will not affect the power usage of the beacon. It will affect the usage of assemblers etc.

So far I haven't found a use for eff modules in beacons; except in a modded game with super-high-consumption buildings.

Go to advanced search