Search found 74 matches

by rlerner
Fri May 31, 2013 3:07 am
Forum: General discussion
Topic: Effective Power Generation
Replies: 8
Views: 12184

Effective Power Generation

I have been doing some work on a map to determine exactly the best combination of power generation possible for most utilization. It has a 540 radar load cell attached to steam turbines which is powered by boilers, inserters, and drills on a separate network. The point of this setup was to see exact...
by rlerner
Thu May 30, 2013 11:21 pm
Forum: Implemented Suggestions
Topic: Item Counter
Replies: 3
Views: 6444

Re: Item Counter

Uses:

effenciency reporting
statistics
route optimizations
by rlerner
Thu May 30, 2013 11:19 pm
Forum: Implemented Suggestions
Topic: Item Counter
Replies: 3
Views: 6444

Item Counter

I'd like to see an item counter. A device that sits over the belt a sums up quantities of x material that has passed under and has a total (that can be preset or reset). Sorry if I had missed any other similar suggestions, I've searched and found no results. Also, posting from my phone, so a bit bri...
by rlerner
Thu May 30, 2013 7:26 pm
Forum: Development Proposals
Topic: [Polls Closed] The signals
Replies: 61
Views: 77423

Re: [Polls] The signals

I really do dig the idea of wireless smart inserters/chests with network IDs. I think that could make it much more interesting in the future. A few gripes I have: - There is no <= or >= condition, which can be useful at times. (>= 1) for example can be any amount besides empty. - There is no way to ...
by rlerner
Thu May 30, 2013 4:30 am
Forum: Resolved Problems and Bugs
Topic: Crashes on Startup
Replies: 4
Views: 2251

Re: Crashes on Startup

Kovarex,

Thanks for looking into that. So, should this game be loadable in 0.5.0? Or is there something I can do to make it load in the current revision?

Thanks you!
by rlerner
Thu May 30, 2013 3:11 am
Forum: Resolved Problems and Bugs
Topic: Crashes on Startup
Replies: 4
Views: 2251

Crashes on Startup

Hello, Not sure why, but Factorio crashes when I start up, and try to load this game: http://www.robert-lerner.com/factorio/save.zip Factorio: v0.4.1 alpha x64 Windows System: Windows 7 Professional SP1 x64 While it looks like mods were enabled, there were no mods in use (besides base ;)). I saved i...
by rlerner
Thu May 30, 2013 1:30 am
Forum: Ideas and Suggestions
Topic: Signs & Designated areas
Replies: 14
Views: 6758

Re: Signs & Designated areas

kovarex - Think Linux Thumbnails for text files.

You can see just a little portion of the text (10 chars or so), but can hover it or click it to read the entire entry. I do get where you're coming from though, Shortening it is all I can think of.
by rlerner
Thu May 30, 2013 1:09 am
Forum: Ideas and Suggestions
Topic: Item Recycling/Recycler/Scrap Yard (merged topics)
Replies: 33
Views: 29473

Re: Scrap Yard

If so, my mistake. My work blocks this site (not Factorio.com, however), so it's rare that I can get on here and read up (and see all of the ideas), and I've always had issues with phpBB's (gag) search.

If a mod would like to merge the topics, or just append my post as a vote++, that would be fine.
by rlerner
Thu May 30, 2013 12:59 am
Forum: Ideas and Suggestions
Topic: Water pressure on UI
Replies: 11
Views: 15315

Re: Water pressure on UI

^Similar issue here. I usually go with 6 engines per pump as going over that seemed to create an issue for me.

I'll have to try expanding some off of one pump and see if this continues.
by rlerner
Thu May 30, 2013 12:56 am
Forum: Implemented Suggestions
Topic: Mod Listing Upon Load Save Game
Replies: 2
Views: 5982

Mod Listing Upon Load Save Game

I find that when I start a game that required a mod in the past, after I delete or upgrade a mod, it will no longer operate (no surprise). But, Factorio just crashes instead of listing the mods required to run the save (and versions). Maybe this is something that can be made in the future (a depende...
by rlerner
Thu May 30, 2013 12:53 am
Forum: Ideas and Suggestions
Topic: Item Recycling/Recycler/Scrap Yard (merged topics)
Replies: 33
Views: 29473

Scrap Yard

I came up with an idea of a dense coal mod that allows an assembler to combine 10 coal into one "dense coal" with a fuel value of 10, into stacks of up to 256. It allows much more compaction and even better storage. A coworker of mine had finished the mod as I wasn't getting it working. Bu...
by rlerner
Thu May 30, 2013 12:47 am
Forum: Ideas and Suggestions
Topic: Signs & Designated areas
Replies: 14
Views: 6758

Re: Signs & Designated areas

I'm not very keen on the "building area" idea, due mostly to how I'm not sure of a good implementation of it.

As for the signs, I think that would be very beneficial. I would make extensive use of them.
by rlerner
Thu May 30, 2013 12:45 am
Forum: Ideas and Suggestions
Topic: A "portal" chest
Replies: 5
Views: 12172

Re: A "portal" chest

Also agreed. That would be great to have, however it defeats a large part of the strategy of building the factory.
by rlerner
Fri May 10, 2013 2:07 am
Forum: Ideas and Suggestions
Topic: Diodes, Switches, other Electrical Apparatuses
Replies: 14
Views: 18854

Diodes, Switches, other Electrical Apparatuses

Hello all, Been playing the game since I bought it on IndieGoGo a few months? back. It's a fantastic game and it is great to see it come together. That being said, a gripe I have: The power poles have no redundancy, if you delete one, you can't have another path for current, so it cuts off a branch....

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