Search found 51 matches

by pib
Thu Mar 10, 2016 3:43 pm
Forum: Ideas and Suggestions
Topic: Endless ore patches
Replies: 25
Views: 14821

Re: Endless ore patches

I currently use train outposts, other than that and blueprint mods I play vanilla. I have used other mods including bobs, but not for quite a while. While I agree this will be a personal preference and it can be modded (which is more important then the devs picking MY preference!), I don't think tha...
by pib
Thu Mar 10, 2016 12:29 am
Forum: Ideas and Suggestions
Topic: Endless ore patches
Replies: 25
Views: 14821

Endless ore patches

This has likely been suggested before, but I couldn't find a thread on it. I have been playing with a mod that give endless ore patches, basically working just like oil patches work. Ultimately I think the game just makes more sense being played like this, and I think it would be a good idea to cons...
by pib
Sat Feb 27, 2016 4:40 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Compact Processing Unit Factory
Replies: 9
Views: 37290

Re: Compact Processing Unit Factory

I removed the bulge at the bottom, so I uploaded a new pic and blueprint string to the top of this thread.
by pib
Wed Feb 24, 2016 4:19 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Compact Processing Unit Factory
Replies: 9
Views: 37290

Re: Compact Processing Unit Factory

Looking at the production screen, I think it consumes about 2.4k copper and 1.4k iron per minute. I'm not sure how many mines that equals off hand. As I think I've said, this will completely deplete the copper coming in from a single blue belt, and so adding more copper wire assemblers will not help...
by pib
Wed Feb 24, 2016 2:14 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Compact Processing Unit Factory
Replies: 9
Views: 37290

Re: Compact Processing Unit Factory

Blue uses two reds, so 50 per minute means 100 reds per minute. Red make 2 in 16 seconds, while blue uses 2 in 15 seconds, so my ratio is off - with 16 red assemblers I only need 15 blue ones. But it fit nicely this way and I'm not trying to be purist.
by pib
Tue Feb 23, 2016 8:21 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Compact Processing Unit Factory
Replies: 9
Views: 37290

Re: Compact Processing Unit Factory

Sustained speed is over 50 processing units per minute. By perfect ratio in this case, I mean that nothing will go completely idle if you clear the belts and then keep it 100% supplied. The ratios are not completely exact, so there will be some idling. Edit: after further testing, two of the process...
by pib
Tue Feb 23, 2016 6:54 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Compact Processing Unit Factory
Replies: 9
Views: 37290

Compact Processing Unit Factory

I decided to create a compact mostly perfect ratio processing unit design using level 3 assemblers and no modules. The factory should pretty much consume an entire express belt worth of copper and 5 oil refineries worth of petroleum. The only inputs are oil, coal, water, iron plates, and copper plat...
by pib
Thu Feb 18, 2016 6:07 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 88012

Re: [MOD 12.11+] Train Outposts

Thanks for the tip. I checked and I am actually closer to 40 hours of using this mod!
by pib
Wed Feb 17, 2016 5:47 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 88012

Re: [MOD 12.11+] Train Outposts

Just thought I'd leave a note here that I've been using this mod (and only this mod) for my most recent game (20 hours so far?). I really like the balance this mod achieves. The distances are not too extreme, but definitely did push me to expand with rail very early. I like the "depleted" ...
by pib
Mon Jan 18, 2016 6:24 pm
Forum: General discussion
Topic: Level 3 Module Oddity
Replies: 12
Views: 28382

Re: Level 3 Module Oddity

This one doesn't bother me as much as the express tunnel belt, which does not require lubricant - in contrast to the regular express belt or splitter.
by pib
Fri Nov 13, 2015 1:39 am
Forum: Releases
Topic: Version 0.12.17
Replies: 36
Views: 41906

Re: Version 0.12.17

Not sure if maybe it is just me, but the optics image is corrupted. I'm using the Mac OSX version. Do you have UI scaling set to anything other than 100%? We noticed it today in the office that that makes the optics icon somewhat broken. Yes, I have two screens, one is 4k and the other is the retin...
by pib
Thu Nov 12, 2015 9:27 pm
Forum: Releases
Topic: Version 0.12.17
Replies: 36
Views: 41906

Re: Version 0.12.17

Not sure if maybe it is just me, but the optics image is corrupted. I'm using the Mac OSX version.
by pib
Sat Nov 07, 2015 12:12 am
Forum: News
Topic: Friday Facts #111 - Long term plans
Replies: 93
Views: 65051

Re: Friday Facts #111 - Long term plans

I'm disappointed about the removal of the space platform plans, but I find it understandable. Still, for a lot less work, I would like to have sinks to keep the factories running. The saddest moment of a mod-free play through is when you finally finish all the research objectives, because pumping ou...
by pib
Fri Jul 17, 2015 3:40 pm
Forum: Releases
Topic: Version 0.12.0
Replies: 165
Views: 140232

Re: Version 0.12.0

The auto update failed for me, and I can't find a new downloader for it on the factorio site yet :(

Edit: thanks genericname1
by pib
Fri Jun 26, 2015 3:55 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100159

Re: [UPDATED] Introducing NARMod 3.4

bauxite-concentrate is missing a name string and there is no research to unlock the recipe.

Aluminium processing is also missing the pressure-vessel recipe unlock.
by pib
Thu Jun 25, 2015 3:50 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100159

Re: [UPDATED] Introducing NARMod 3.4

I decided to change the mid sized electric-motor requirement in the heat-exchanger recipe to an air-compressor so that it can be made without sulfuric acid.

edit: but that doesn't really feel right, i just wasn't sure what to do to continue...
by pib
Mon Jun 22, 2015 10:03 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100159

Re: [UPDATED] Introducing NARMod 3.4

I see :)

I found a problem with technology dependencies... The heat exchanger takes brass to make which is a problem because you won't be able to make brass without argon, because the zinc plate is made in a chemical plant.

Also, it is impossible to unlock the sulfuric acid recipe.
by pib
Mon Jun 22, 2015 7:40 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100159

Re: [UPDATED] Introducing NARMod 3.4

It doesn't work that way... I was responding to db48x Can we no long make iron-plates without a fuel burning furnace? If the electric furnace will not be meant for that anymore... I also have molten iron that I can only turn to steel and not iron plates? Im also currently hoping there is a way to ma...
by pib
Mon Jun 22, 2015 3:44 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100159

Re: [UPDATED] Introducing NARMod 3.4

+1 to Blu3wolf, this is a game play issue as well...

But It doesn't even matter anyway, as damienreave explained, O2 is required with molten iron to reduce the carbon content of the metal to make steel. Thus:

Forge(Molten Iron + O2) = Steel
Forge(Molten Iron) = Iron
by pib
Mon Jun 22, 2015 2:57 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100159

Re: [UPDATED] Introducing NARMod 3.4

The tin plate recipe is buggy (it can't be made in the forge like is probably intended, and I suspect the ingredients are wrong).

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