Search found 36 matches

by linktothepast83
Sun May 12, 2024 11:04 pm
Forum: News
Topic: Friday Facts #410 - Rocket turret & Target priorities
Replies: 101
Views: 14985

Re: Friday Facts #410 - Rocket turret & Target priorities

This update makes the stationary spidertron defences that i used obsolete and i love it! No more need to use spidertrons as rocket turrets! https://www.youtube.com/watch?v=JWTlgFCgP8E Oh, man. I can already tell vanilla rocket turrets are gonna suck ass... So, from the footage in the FFF, looks like...
by linktothepast83
Tue Apr 30, 2024 8:30 am
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 152
Views: 17263

Re: Friday Facts #408 - Statistics improvements, Linux adventures

A small aesthetic change for easier visibility i would like to see, for the graphs to have colored lines on a white background instead of colored lines on a black background. Colors have better visibility on a whiteboard than on a blackboard, hopefully we can have a similar experience ingame as well...
by linktothepast83
Fri Apr 05, 2024 10:28 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 139
Views: 17888

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

I would like to have in the game an option of a more advanced interaction between a logistic network and the player or spidertron logistics it interacts with. To be able to set specific logistic networks to only provide items, only take items, or do both to the player or spidertrons that it is inter...
by linktothepast83
Fri Mar 22, 2024 5:17 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 130
Views: 19862

Re: Friday Facts #403 - Train stops 2.0

Amazing stuff as always! I barely comment since i always find everything well thought out and have nothing of value to add. This time i was thinking of something i would like to ask for the train stations which might make them more convenient. Why not make train stops handle the fuel refueling proce...
by linktothepast83
Sat Sep 09, 2023 7:36 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 808
Views: 141010

Re: Friday Facts #375 - Quality

Generally i like the idea and a lot of things i would like to address was already said by others. The one thing i would like to ask is about blueprints and quality. How will blueprints work when you use quality buildings and structures? Would you need to build multiple blueprints for every building ...
by linktothepast83
Sat Jan 14, 2023 2:49 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Saving production using priority lane balancers.
Replies: 0
Views: 1319

Saving production using priority lane balancers.

https://youtu.be/aoasUzndRlA In the video above i talk about priority lane balancers i made, and how useful they can be for your smelting and production needs by saving lanes of materials and better utilizing your productivity modules. They do the job a common balancer plus a lane balancer can do fo...
by linktothepast83
Fri Feb 04, 2022 6:25 pm
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 131282

Re: Friday Facts #367 - Expansion news

The released art makes me hopeful that there will be some form of usage for water tiles, maybe water resources and enemies. :)
by linktothepast83
Mon May 31, 2021 8:16 am
Forum: Railway Setups
Topic: Fastest Water/Fluid Loading/Unloading Station! 104 ticks to load and 105 ticks to unload!
Replies: 2
Views: 6379

Re: Fastest Water/Fluid Loading/Unloading Station! 104 ticks to load and 105 ticks to unload!

It is a bit slower when unloading due to the storage tanks, 108 ticks and that only if they are completely empty when unloading, it will be worse with half filled tanks for example. The same won't happen with fluid wagons...
by linktothepast83
Sun May 30, 2021 3:30 pm
Forum: Railway Setups
Topic: Fastest Water/Fluid Loading/Unloading Station! 104 ticks to load and 105 ticks to unload!
Replies: 2
Views: 6379

Fastest Water/Fluid Loading/Unloading Station! 104 ticks to load and 105 ticks to unload!

https://www.youtube.com/watch?v=VGcITROPeZs https://i.imgur.com/wsJ594z.jpg This is the fastest possible water loading and unloading station in Factorio using fluid wagons. The blueprint is for 1:4 fluid wagon trains and it takes 104 game ticks to load the fluid wagon train and 105 game ticks to unl...
by linktothepast83
Thu May 27, 2021 8:06 pm
Forum: Energy Production
Topic: 2x2 Nuclear 480W Compact 46x48 Tiles Belt Fed Reactors. And it is cheap!
Replies: 1
Views: 3453

2x2 Nuclear 480W Compact 46x48 Tiles Belt Fed Reactors. And it is cheap!

Image

This is a compact 46x48 and cheap to make 2x2 Nuclear Reactor.
480W constant/ 489W peak.
Belt fed.
48x46 tiles compact.

Cheap to make (only 68 heat pipes used)!

https://youtu.be/C6X8Md8VcSI

Blueprint:
https://factorioprints.com/view/-MajGpNIyXnl1WLfxz7b
by linktothepast83
Sun May 16, 2021 8:10 am
Forum: Energy Production
Topic: 2x16 5GW up to 75% fuel saving Nuclear Reactor 1.120 MW - 4.960 MW range, 4 storage tanks only!
Replies: 0
Views: 1499

2x16 5GW up to 75% fuel saving Nuclear Reactor 1.120 MW - 4.960 MW range, 4 storage tanks only!

https://www.youtube.com/watch?v=p_RtS-c_f3A https://preview.redd.it/7hx5ltf4fcz61.png?width=1920&format=png&auto=webp&s=c60e58e8d2472d22553577779bb67b17c0dc7868 It's power production scales between 1.120 MW - 4.960 MW or between 8 and 32 active reactors according to demand with 2 additio...
by linktothepast83
Sat Apr 17, 2021 11:22 am
Forum: Show your Creations
Topic: Plastic for late game, 11.300, 22.600 and 45.200 per/min
Replies: 0
Views: 7685

Plastic for late game, 11.300, 22.600 and 45.200 per/min

https://www.youtube.com/watch?v=IIhlGC73a2o https://i.imgur.com/F0cVtdg.jpg This is a plastic bar blueprint i made for late game which is also scalable between 11.300 per/min, 22.600 per/min and 45.200 plastic per/min or 4+, 8+ and 16+ blue belts of plastic. I tried to make it aesthetically pleasing...
by linktothepast83
Wed Mar 31, 2021 10:52 pm
Forum: Ideas and Suggestions
Topic: Reading fluid levels of pipes, liquids shouldn't behave according to the uncertainty principle of quantum mechanics
Replies: 18
Views: 3911

Re: Reading fluid levels of pipes, liquids shouldn't behave according to the uncertainty principle of quantum mechanics

ptx0 wrote: ↑
Wed Mar 31, 2021 2:17 pm
linktothepast83 wrote: ↑
Wed Mar 31, 2021 7:30 am
That means that you should add storage tanks to the mix even if you do not need them just to get a reading!
it is unlikely to change due to CPU use impact.
Well that's a pity, hopefully in the future who knows? Thanks for the answer ptx0.
by linktothepast83
Wed Mar 31, 2021 7:30 am
Forum: Ideas and Suggestions
Topic: Reading fluid levels of pipes, liquids shouldn't behave according to the uncertainty principle of quantum mechanics
Replies: 18
Views: 3911

Re: Reading fluid levels of pipes, liquids shouldn't behave according to the uncertainty principle of quantum mechanics

There is a bit of a catch though, the storage tank itself while it has low liquid resistance it is not zero. .... Or lowering the fluid resistance of storage tanks to a very low value, zero or close to it. The fluid resistance is indeed very high compared with pipes and I thought often to myself: i...
by linktothepast83
Tue Mar 30, 2021 10:12 pm
Forum: Ideas and Suggestions
Topic: Reading fluid levels of pipes, liquids shouldn't behave according to the uncertainty principle of quantum mechanics
Replies: 18
Views: 3911

Reading fluid levels of pipes, liquids shouldn't behave according to the uncertainty principle of quantum mechanics

My suggestion is for regular pipes to be able to connect to the circuit network to read their fluid levels like belts do. Currently in vanilla factorio when you want to measure the fluid levels in a pipe system your only option is to connect a storage tank and measure it. There is a bit of a catch t...
by linktothepast83
Tue Mar 30, 2021 7:02 am
Forum: Show your Creations
Topic: Good and easily upgradable early to end game wall defence! Plus Laser - Mine defence!
Replies: 4
Views: 3906

Re: Good and easily upgradable early to end game wall defence! Plus Laser - Mine defence!

Idea of mine-cell wall is fresh, however, the Price of 80 con-bots is gianormous. This is simply because i overdid it with the enemies to the point their movement got blocked, i doubt such a thing would happen outside the editor. You won't be getting only behemoth enemies to block the way that easi...
by linktothepast83
Tue Mar 23, 2021 6:21 pm
Forum: Show your Creations
Topic: Factorio Vanilla - 2x Single lane blue belt throughput without mods (advanced stuff warning)!
Replies: 3
Views: 4007

Re: Factorio Vanilla - 2x Single lane blue belt throughput without mods (advanced stuff warning)!

All belts are this way. Yeah i know it's just that in this case it is even more complicated since after a pause in the input a blue belt worth of materials will reach first it's destination (a factory for example), then a red belt worth will be added and finally a yellow belt. It won't be the same ...
by linktothepast83
Tue Mar 23, 2021 5:24 pm
Forum: Show your Creations
Topic: Factorio Vanilla - 2x Single lane blue belt throughput without mods (advanced stuff warning)!
Replies: 3
Views: 4007

Factorio Vanilla - 2x Single lane blue belt throughput without mods (advanced stuff warning)!

https://www.youtube.com/watch?v=_AQLbKOsHHE&t=315s In this video i show a way you can double your blue belt throughput of any given item, something that might be useful for people using Main Bus or a belt based base in general. How is that possible you ask? By using every single different belt t...
by linktothepast83
Mon Mar 22, 2021 2:40 pm
Forum: Show your Creations
Topic: Good and easily upgradable early to end game wall defence! Plus Laser - Mine defence!
Replies: 4
Views: 3906

Good and easily upgradable early to end game wall defence! Plus Laser - Mine defence!

https://www.youtube.com/watch?v=rzsM26i2x-8 In this video i tried to make a wall defence that is effective from early on to end game with very few and easy upgrade steps while being manageable cost-wise (lots of walls are needed though). In the blueprint book i use you can scroll through them by pre...
by linktothepast83
Thu Mar 18, 2021 6:13 pm
Forum: Show your Creations
Topic: Stationary Spidertrons Defending Artillery Outpost!
Replies: 3
Views: 4280

Stationary Spidertrons Defending Artillery Outpost!

https://www.youtube.com/watch?v=JWTlgFCgP8E This is a very simple artillery outpost with no other defenses other than Spidertrons that are standing still shooting rockets at enemies that approach automatically. The blueprint i used has some walls that indicate where to put the spidertrons, after you...

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