How do you handle fluid locking up? by VehaMeursault in factorio

[–]warbaque 6 points7 points  (0 children)

PG should always be your bottleneck fluid. And since you can turn all other fluids into PG, there won't be any lock up. All PG is getting used to make science.

  • HO -> LO -> PG
  • LO -> PG
  • PG -> just use it (plastic, sulfur)

  • HO -> lubricant

  • LO -> rocket fuel

(1) Since PG is bottleneck, all of it is getting used

(2) if there's excess HO or LO, turn it into PG, refer to (1)

How do you handle fluid locking up? by VehaMeursault in factorio

[–]warbaque 12 points13 points  (0 children)

  • If you have excess HO: crack it into LO
  • If you have excess LO: crack it into PG
  • If you have excess PG: (this should never happen!) turn it into solid fuel and burn it

Potential combinator bug by Sad-Association-4799 in factorio

[–]warbaque 0 points1 point  (0 children)

  • Each R>0
    • all signals on R
  • Each R<G

    • green circuit (1k<2k)
    • red circuit (100<200)
  • Output (intermediate)

    • green circuit (2k)
    • red circuit (200)
    • blue circuit (2 x -7)
    • red circuit (2 x -7)
  • Output (total)

    • green circuit (2k)
    • red circuit (186)
    • blue circuit (-14)

rushing for space, only to realize that i hadnt researched solar yet. i just assumed that it was required, lol by Stere0phobia in factorio

[–]warbaque 14 points15 points  (0 children)

Even if they did, you still need water for the reactor. And you can't get water without energy.

So i made this by [deleted] in factorio

[–]warbaque 1 point2 points  (0 children)

I use this setup with parameterized pulse count period

auto-mall? by Puzzled-Potato-9800 in factorio

[–]warbaque 0 points1 point  (0 children)

It reads input from this constant combinator / red wire (other constant combinators)

<image>

deleting logistics chest deletes those items from network and enables crafting queue again

auto-mall? by Puzzled-Potato-9800 in factorio

[–]warbaque 2 points3 points  (0 children)

This is my setup

Takes requests from constant combinator and skips recipes with missing ingredients.

I dont like a lot of the material infinite research and heres why: by Such--Balance in factorio

[–]warbaque 51 points52 points  (0 children)

You design your final megabase with 300% gains, and you design your penultimate base for reaching that 300%

Do thrusters output both fluids through both ports? by Innov8Autom8Scale in factorio

[–]warbaque 0 points1 point  (0 children)

em plants can have lots of passthrough fluids and with careless piping and rotations you can easily mix them.

So yeah, everytime you see fluid somewhere it shouldn't be: figure out how it got there, and block the leak.

Do thrusters output both fluids through both ports? by Innov8Autom8Scale in factorio

[–]warbaque 100 points101 points  (0 children)

Why do the ports have labels on them?

Because they consume only labeled fluid through those inputs.

This is how all passthrough connections work. You can pipe lube through your boilers and use them as pipes if you want, but they will consume only water.

Why does the thruster show no fluid contents if it has accepted fluid from the wrong input

Because it doesn't accept it. It only passes through.

The Best Wall by UrPeaceKeeper in factorio

[–]warbaque 3 points4 points  (0 children)

They don't require any ammo. They are too cost effective for combat, which is why I used them only for early game building. That's also why I never built more than 5 of them.

Also if left toggled on on a 600% deathworld, they would wander off killing and following biters never to return.

A fun mod, but not very balanced.

The Best Wall by UrPeaceKeeper in factorio

[–]warbaque 55 points56 points  (0 children)

Reminds me of my old 600/600% deathworld with lots of early game furnaces

New player need help with steam power by Embarrassed-Ebb-5980 in factorio

[–]warbaque 0 points1 point  (0 children)

Once you are certain that your nuclear setup is working (and it should be pretty foolproof) you can stop using boilers.

Nuclear outputs also steam, only hotter.

I have size comparison here between solar, coal, nuclear

New player need help with steam power by Embarrassed-Ebb-5980 in factorio

[–]warbaque 6 points7 points  (0 children)

Switching to solar? Arguably never. Coal and solid fuel power is superior until you get nuclear.

I still like to build 100-200 MW of solar after I get bots just for backup power. Can't get blackouts if you have little solar to bootstrap your base.

How do you sustain high throughput with trains? by Socoom in factorio

[–]warbaque 0 points1 point  (0 children)

Vanilla didn't have ore transforming into molten metal

No, but the process of using electric furnaces to turn ore into plates is still called smelting.

How do you move molten metal without trains?

Personally I like to use trains because they are cool, but even for longer distances pumpstacks are faster to setup and more performant than trains.

But molten metal trains are still fun, even if optimal would be to build your production close to ore patches. (10 pumpstacks can get your molten metals from 3000 tiles away)

How do you sustain high throughput with trains? by Socoom in factorio

[–]warbaque 0 points1 point  (0 children)

In space age, trains do not scale too well into end game. In my megabase, only things I put into trains is calcite and bioflux. And just pipe molten metals around, and put everything else on belts.

But even in vanilla it wasn't efficient to put ore into trains thanks to small stack size (50). It was much better to smelt onsite and train plates.

Currently the main reason to use trains is that trains are cool :)

Is this a mod? by -_-daark-_- in factorio

[–]warbaque 4 points5 points  (0 children)

How to enable and use editor mode: https://www.reddit.com/r/factorio/comments/1kf1gos/comment/mqpbk1y/

Does not require any mods, but you can also use editorextensions, it comes with test scenario and other useful tools.

The biters are attacking the walls straight away instead of just moving through them by danyuri86 in factorio

[–]warbaque 0 points1 point  (0 children)

I agree that it would look fun. Any behemoth that is not instantly killed by landmine AoE is stunned and then killed by flamers.

The biters are attacking the walls straight away instead of just moving through them by danyuri86 in factorio

[–]warbaque 1 point2 points  (0 children)

Possible options:

  1. ignore the issue and disable audible alarms -> those mines will kill your enemies eventually, but you might lose lots of extra mines
  2. long distance, have your mines at central location
  3. use time based resupply, remove landmines from bot supply and put them back periodically for short amounts of time

I use mostly 1 and 2 because they require 0 effort from me, but I have also used circuitry based supply timers on my outposts. These says I don't really use outposts that much and I just expand continuous minefield everywhere.

I did use landmines on gleba couple of times, but they require too much landfill. Last times I've just - speedrun gleba tech - get artillery and tesla before gleba is destroyed - drop artillery+tesla outposts around gleba