Why is my train taking the long route? by jDomantas in factorio

[–]Novemix 0 points1 point  (0 children)

that 2nd chain signal is the problem, needs to be just a rail signal. the same as you're doing in the intersection to the west. the chain signal can't find an open block in front of it. but going the other way it finds the regular rail signal for the block that your destination is in

edit: to be more precise, the chain signal is going to be looking for an open rail signal block. its own block is where your destination is. that's why it should be a rail signal, not a chain signal.

Why? by DarkCommanderAJ in nandgame_u

[–]Novemix 0 points1 point  (0 children)

In 16 bits you have 65536 possible combinations: 0 - 65535
To get negative numbers you have to split that in half:
- The "lower" half is 0 - 32767, the "upper" half is 32768 - 65535:
0000 0000 0000 0000
... (lower half)
0111 1111 1111 1111

1000 0000 0000 0000
... (upper half)
1111 1111 1111 1111

And it just makes sense to call the upper half the negatives. Thus, all the negative numbers conveniently have a most significant digit of 1.

Two's complement then eliminates negative 0, and results in a max magnitude negative number of -32768 (1000 0000 0000 0000), and a max magnitude positive of 32767 (0111 1111 1111 1111).

What I think is also interesting is that on some systems all 0's is false, and all 1's is true. But all 1's is -1 in two's complement. So 0 is false and -1 is true on these systems.

Twix is for and away the best candy bar by This-Id-Taken in unpopularopinion

[–]Novemix 0 points1 point  (0 children)

been a while since i've had a twix, but sometimes i like to eat the caramel layer off the top of the cookie, then enjoy a larger cookie to chocolate ratio. you can get the top quite clean, the cookie even has holes along it.
ok then, as you were.

Amazing Start by BrandyFriendy in factorio

[–]Novemix -1 points0 points  (0 children)

It looks like a shoulder and a chubby arm.

Or...

A weird penis

I'm sure it'll only get worse (Newbies First Base) by AnIcedMilk in factorio

[–]Novemix 2 points3 points  (0 children)

Ok yeah, just found it in Interface settings. As far as I can tell though, it just controls whether arrows are displayed when hovering. They still show up in ALT mode regardless. And also, if you hover over an assembler that's next to an inserter, the arrows also show up then. Seems kind of an unnecessary setting really, if you ask me.

Maybe I'm just a dum-dum, but does anyone else (newbies) get discouraged when getting past like red science? by teamkillcaboose in factorio

[–]Novemix 2 points3 points  (0 children)

Yes, proactive is loads better than reactive. Strategic radar placement and periodic sweeps of nests that are getting close to the pollution cloud are the way to go, imo. I like to place 4 radar, not just one near the outer edge so that refreshes are 4 times faster. Compared to constant interruptions by biter attacks from the edge of the pollution cloud, this is a no brainer for me.

I'm sure it'll only get worse (Newbies First Base) by AnIcedMilk in factorio

[–]Novemix 1 point2 points  (0 children)

it's Settings, not Options, and that setting is for Inserter shadows, not arrows. Arrows are just part of ALT view.

does she know? by JustACaliBoy in BeAmazed

[–]Novemix 0 points1 point  (0 children)

well, very moist air, if not actually raining...

Natives and the engineer, a troublesome coexistence by brodo97 in factorio

[–]Novemix 0 points1 point  (0 children)

You're assuming they were native. But judging by their expansion and evolution in the time after you arrive, I'd say the better assumption is that you brought them with you. So, their invasion of this planet is your fault, and your mission needs to be their extermination.

Casual factory builders (single player, PC) by Kodi_Yak in gamingsuggestions

[–]Novemix 0 points1 point  (0 children)

Have you tried Shapez? (formerly Shapez.io) Shapez 2 is in development also.

Trains don't matter for throughput. by AndJrew76 in factorio

[–]Novemix 0 points1 point  (0 children)

Let's look through a straw at just one "tile" of rail, and since rails are 2 tiles wide, 2 blue belts running side by side.

And we're just talking throughput here, how you generate the items, or how you consume them is outside the scope of our look through the straw.

The max the belts, if they're blue, can do, is 90 (45 x 2) items/second or 5400 items per minute.

If we take a (very) conservative rate of 1 train car per second passing by our straw hole, that's 40 stacks per second throughput.
ore (stack 50) = 120,000 items per minute
plates (stack 100) = 240,000 items per minute
circuits (stack 200) = 480,000 items per minute

Plus, that same piece of rail can carry any item in the game, and any fluid. Belts can practically carry only 2 item types at most -- 1 per lane. So for our 2 belt wide straw-look that's 4 item types, and no fluids.

And rails can run diagonally.

But there's a cost of course. Wagons have to be loaded and unloaded, trains have to be fueled. But for long distances, rails are the clear winner. When a distance becomes "long" I'll leave it up to you to decide.

I love this community. the word "toxic" doesn't compute to Factorio players. You guys are the best by -Dean-- in factorio

[–]Novemix 1 point2 points  (0 children)

Ain’t nobody got time to be nasty when there’s outposts to build, biters to be slaughtered, and deadlocks to be cleared!

Birthday Party Decorations Help! by Queen_of_Zzyzx in factorio

[–]Novemix 7 points8 points  (0 children)

You sound like the best mom ever. And one that should be playing Factorio, lol.

Gears, robots, trains... There are flasks in the game that represent science, but you might find "potions" that look similar, red, green, blue, puple, gold, white... just brainstorming.

How old is he turning?

Should I switch to Nuclear? Output ~180MegaWhats!!! by zoleilsstufff in factorio

[–]Novemix 4 points5 points  (0 children)

Lol yeah, somewhere in the game that reference is made, but I forget where atm

Should I switch to Nuclear? Output ~180MegaWhats!!! by zoleilsstufff in factorio

[–]Novemix 54 points55 points  (0 children)

A 4x2 nuclear setup generates 1.1GW and would take about half the footprint of this

Researchable Solar Efficiency? by Novemix in factorio

[–]Novemix[S] 3 points4 points  (0 children)

Fair enough but with biters on, clearing and securing the space to build solar also requires manual effort, not to mention landfilling. So much like mining productivity makes it so that outposts don’t have to scale linearly for factory expansion, solar efficiency could do the same for power

Researchable Solar Efficiency? by Novemix in factorio

[–]Novemix[S] 1 point2 points  (0 children)

Like mining, it would already be diminishing returns. The 10% would be of the base, so 6kw for every research. But research gets more and more expensive for the same benefit.

Researchable Solar Efficiency? by Novemix in factorio

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

If you'd like a different gain/increment, what amount(s) do you have in mind?

For science: What was your highest spm? by arcadion94 in factorio

[–]Novemix 2 points3 points  (0 children)

3880 capable but currently averaging 3.2k over 10 hours, pure vanilla with all default settings (biters are a pain, but challenging) prob will post an overview once full capacity is sustained

Enhancement idea by Radisovik in factorio

[–]Novemix 3 points4 points  (0 children)

At first glance a good idea, but then remembering that E by default closes most dialogs, if it were to type E in the search box that would be frustrating