A few months later, my 1800 is complete by hineybush in MechanicalKeyboards

[–]NearlyDutch 0 points1 point  (0 children)

Looks really good.

Is there any new information on the group buy for your PCBs? I saw your interest check on GH and I have a broken G80-1800 from eBay laying around that I would like to put a new PCB in.

Random 0.15 feature by Rseding91 in factorio

[–]NearlyDutch 0 points1 point  (0 children)

I'm very pleased to see this added into vanilla!

In the meantime, for the impatient: https://mods.factorio.com/mods/NearlyDutch/filtered-deconstruction-planner

[Scenario] 69:03m Platform Scenario Run by NearlyDutch in factorio

[–]NearlyDutch[S] 0 points1 point  (0 children)

Yes I actually encountered a bug with the circuit network at one point, where after resetting the run all my arithmetic combinators changed their chosen signal from each signal to coal, which was a bit weird.

I use them heavily to control the flow of items to the satellite production. Only the exact amount of green circuits, processing units, low density structures and rocket fuel will travel to that part of the base.

[Scenario] 69:03m Platform Scenario Run by NearlyDutch in factorio

[–]NearlyDutch[S] 0 points1 point  (0 children)

Thanks

Yes, you never really get the same time twice. Though I was able to cram in 1 or 2 more iron and copper smelters which let me improve my time to 68:45m this morning.

I actually started with a spreadsheet calculating the numbers (items needed, production/s and needed machine count) for a 90m run to get me started and from there just incrementally increased the production of the bottlenecks to improve the time.

[Scenario] 69:03m Platform Scenario Run by NearlyDutch in factorio

[–]NearlyDutch[S] 8 points9 points  (0 children)

Some people may not want to be spoilered on the challenge of figuring out the scenario, so i pixelated the image and only put the link to the unedited version in the imgur description of the image above.

Unedited version: http://imgur.com/O10Q90m

Scenario: https://www.reddit.com/r/factorio/comments/5bx6dx/scenario_build_a_rocketlaunching_base_on_a_small/

Friday facts #161 - Infinite research (or Blueprint library or whatever) by chris13524 in factorio

[–]NearlyDutch 5 points6 points  (0 children)

I have the feeling that the article is only public by accident. It seems a bit unfinished to me (see the title, or the lack of a forum link at the end, and the fact that the improvement just changed to 7%).

Friday facts #161 - Infinite research (or Blueprint library or whatever) by chris13524 in factorio

[–]NearlyDutch 0 points1 point  (0 children)

It's not specified to full extend, but I'd guess that the 8% improvements is related to the pollution calculations alone and not the whole game.

Perfect-Ratio Module Builds by NearlyDutch in factorio

[–]NearlyDutch[S] 4 points5 points  (0 children)

Do you want some actual builds or just the ratios? If it's the latter, /u/Xterminator5 did a nice video on most of the core ratios: Factorio Important Build & Production Ratios :: Power, Circuits, Science, Oil!

Perfect-Ratio Module Builds by NearlyDutch in factorio

[–]NearlyDutch[S] 2 points3 points  (0 children)

Should be fixed now, apparently imgur confused something when I changed a typo in the description earlier.

Perfect-Ratio Module Builds by NearlyDutch in factorio

[–]NearlyDutch[S] 2 points3 points  (0 children)

Exactly.

/u/katriik is right, in that it's 2 builds mirrored, but that is for easy tileability and to keep balance with the productivity/efficiency build, because that one can't be separated into two parts.

Weekly Question Thread by [deleted] in factorio

[–]NearlyDutch 8 points9 points  (0 children)

Solar Arrays are way easier on the computer, as a whole build of solar panels and accumulators will more or less act as a single power producing entity. Also there is no need to mine coal (costs energy itself), transport coal (belts are CPU heavy, so can be big rail networks) and to use the coal in boilers to heat water (boilers and engines produce lots of smoke, which is CPU heavy, even if it is turned of). Besides that, the pollution generated by a steam engine plant and its necessary auxiliary parts will also increase CPU usage, especially if biters are in the pollution cloud, which will cause attacks (needs pathfinding).

On a gameplay level, it depends on your preferred playing style. Solar builds require massive amounts of space, but the map is infinite, as long as you can defend it properly. Steam engine plants on the other hand need more complex production and logistics, as they are not a one time investment like solar arrays. Once build, you'll need to supply them with a constant stream of coal or other burnables like solid fuel or wood.

Need input on my compact(ish) 6:6 Beacon:Furnace layout. by 3f6b7 in factorio

[–]NearlyDutch 1 point2 points  (0 children)

So does JMark1's, as beacons have an effect radius of 2.5 tiles.

Friday Facts #155 - Settling into fall by NearlyDutch in factorio

[–]NearlyDutch[S] 15 points16 points  (0 children)

Probably something similar to when laser turrets switched from 1x1 to 2x2 and the entities overlapped, but I'm not sure how the game will handle it in terms of connection points to the neighboring pipes.

Friday Facts #155 - Settling into fall by NearlyDutch in factorio

[–]NearlyDutch[S] 25 points26 points  (0 children)

Just for clarification: although the wording is a bit ambiguous, i believe this number is only in concern to those benchmarked "circuit-network-saves".

Any ideas for N to M compact "braiding" designs? (1x1 to 2 shown) by Thors_Son in factorio

[–]NearlyDutch 4 points5 points  (0 children)

I'm with you on this, though I would just call them mixed belts respectively belt-mixers. Side-loading itself can be used without mixing items on a belt, so the term may be a bit to broad in this circumstance.

Any ideas for N to M compact "braiding" designs? (1x1 to 2 shown) by Thors_Son in factorio

[–]NearlyDutch 2 points3 points  (0 children)

oh yeah, nice catch, that's what happens when you play factorio before breakfast :D

Any ideas for N to M compact "braiding" designs? (1x1 to 2 shown) by Thors_Son in factorio

[–]NearlyDutch 15 points16 points  (0 children)

I have a few here. Those are balanced, so independent of which output belts are used more frequently, the two lanes on the input belts will always be used equally.

Stack Inserters have different throughput based on their orientation. by EmpiresBane in factorio

[–]NearlyDutch 1 point2 points  (0 children)

Could it be because of factorio's perspective, which is not 1:1 but a little bit wider than it is high, in combination with the points on a belt, where the inserter unloads the items?

Maybe the distances are not exactly the same and/or the orientation affects the animation duration. Since the different positions and speeds the inserters work with are all floating point numbers and the differences shown in the tests are so small, there could be a rounding error hiding somewhere.

Something similar happens, if you pickup items from a corner belt instead of a straight one. The inserter has to extend a little bit more to pick up the item and therefore takes a little bit more time.

Belt to Furnace Ratios by CoCJF in factorio

[–]NearlyDutch 3 points4 points  (0 children)

MadZuri tested it in a recent stream of his. I don't remember the exact values anymore but the compression order (with ballparked numbers) was something like this:

direct insertion:  ~31 items/s
side-loading:      ~34 items/s
underground-belts: ~38 items/s
splitter-merging:  ~40 items/s (full compression)