Search found 142 matches

by User_Name
Sun Jan 04, 2015 5:05 pm
Forum: Ideas and Suggestions
Topic: Rail yard speed limits
Replies: 37
Views: 15156

Re: Rail yard speed limits

Better solution : make fast moving train audible from longer distance (optionally: only if player is close to rails) Here are some problems with this solution: It doesn't work for deaf people. Who cares [*]It doesn't indicate which line, or which direction the train is coming from. Who cares. All y...
by User_Name
Fri Jan 02, 2015 10:53 am
Forum: Ideas and Suggestions
Topic: Stop / sleep button for assemblers / etc
Replies: 18
Views: 7226

Re: Stop / sleep button for assemblers / etc

Not sure why you singled me out, but okay. You said that it is a good idea and you want it implemented, and it was my ragequit moment. It's hard to read "Suggestions" subforum, because many people posting here don't think too much about things they suggest. Yes, pause icon in the Alt view...
by User_Name
Fri Jan 02, 2015 8:52 am
Forum: Ideas and Suggestions
Topic: Rail yard speed limits
Replies: 37
Views: 15156

Re: Rail yard speed limits

Problem : It is hard to tell if train is coming Solution you propose : add another in-game item to slow down trains in certain area It doesn't solve the problem, just create a work-around (e.g. crossing tracks in any other area would still be dangerous) If you want trains to move slowly, just add 1...
by User_Name
Fri Jan 02, 2015 8:13 am
Forum: Implemented Suggestions
Topic: More levels of robot speed research
Replies: 17
Views: 7460

Re: More levels of robot speed research

The top-end robot speed isn't insanely fast yet, and the robots (particularly construction robots) can take a while to travel across a large base. So why not add a few more robot speed upgrades? Because you want to brute-force bad layout to work fast by using research button. We have DyTech for that.
by User_Name
Fri Jan 02, 2015 8:10 am
Forum: Ideas and Suggestions
Topic: Stop / sleep button for assemblers / etc
Replies: 18
Views: 7226

Re: Stop / sleep button for assemblers / etc

This is a good idea, although I think its usefulness is limited. Either way, I'd like to see it implemented. +1 Would you like to guess which ones of 50 assemblers on the screen are not working because they don't have enough materials, and which ones are turned off? Because there is no way to tell ...
by User_Name
Fri Jan 02, 2015 7:56 am
Forum: Frequently Suggested / Link Collections
Topic: Can the player be killed by train? (Train kills?!) ☸
Replies: 81
Views: 70224

Re: Can the player be killed by train? (Train kills?!)

I like the current behavior.
Early game, the train is deadly, but you don't have many of them.
Late game, train crashes into you and you walk away because of power armor.
by User_Name
Sun Dec 14, 2014 7:26 pm
Forum: Gameplay Help
Topic: Making Power armor?
Replies: 12
Views: 4979

Re: Making Power armor?

LordFedora wrote:I believe that he is referring to the 6 slots, although he appears to have not read the OP, as the problem is stack size not slot number
Yes, sorry about that
by User_Name
Sun Dec 14, 2014 2:44 pm
Forum: Gameplay Help
Topic: Making Power armor?
Replies: 12
Views: 4979

Re: Making Power armor?

...or you could download 0.11.6, where it has been fixed
by User_Name
Thu Dec 11, 2014 2:27 pm
Forum: Ideas and Suggestions
Topic: Expanded Low/No Pollution Machines [Expansion]
Replies: 13
Views: 6938

Re: Expanded Low/No Pollution Machines [Expansion]

would people find it useful if the boilers are so inefficient? Electric boiler should have ~100% efficiency, like it's real-life counterpart. Losses occur in the steam engine. Conventional solar/accu farm: -expensive -occupy a lot of space Solar+electric Boiler+steam engine -less efficient -cheap -...
by User_Name
Thu Dec 11, 2014 10:43 am
Forum: Ideas and Suggestions
Topic: Expanded Low/No Pollution Machines [Expansion]
Replies: 13
Views: 6938

Re: Expanded Low/No Pollution Machines [Expansion]

Rahjital wrote: Would anyone really use it if it was a net loss, though?
1 liquid tank with 100C˚water is equal to 42 accumulators.
by User_Name
Wed Dec 10, 2014 3:05 pm
Forum: Not a bug
Topic: [0.11.x] Transfering fuel into Car/Tank trunk broken
Replies: 9
Views: 5669

Re: [0.11.x] Transfering fuel into Car/Tank trunk broken

it's still a bit tricky to drive the car that near to the inserters. Nah, car is fine, but driving TANK into refueling station without squishing a pair of inserters - that's what I call tricky. Although [ Long inserter | Wall | Tank ] alleviate this problem. Back to the topic - it is bad design dec...
by User_Name
Wed Dec 10, 2014 2:12 pm
Forum: General discussion
Topic: Tutorial for Belt Speed, Density and Throughput
Replies: 3
Views: 4960

Re: Tutorial for Belt Speed, Density and Throughput

Great video. Everything is spot on. A lot of seasoned players mess up terms and have trouble distinguishing throughput and speed in they let's plays. BTW here is the test facility for benchmarking relative throughput (save attached to the first post) https://forums.factorio.com/forum/viewtopic.php?f...
by User_Name
Wed Dec 10, 2014 1:42 pm
Forum: Ideas and Suggestions
Topic: Expanded Low/No Pollution Machines [Expansion]
Replies: 13
Views: 6938

Re: Expanded Low/No Pollution Machines

+1 to electric boiler and end-game variation of a steam engine with more watt/tile.
by User_Name
Wed Dec 10, 2014 12:10 pm
Forum: Ideas and Requests For Mods
Topic: [Request] higher contrast pollution colour on map
Replies: 10
Views: 6772

Re: [Request] higher contrast pollution colour on map

If you are on the Mac, you can press Cmd+Ctrl+Alt+8 to invert colors.
by User_Name
Tue Dec 09, 2014 10:56 am
Forum: Mods
Topic: [MOD 0.10.x+] Straight world (1.0.2)
Replies: 31
Views: 27301

Re: [MOD 0.10.x] Straight world (1.0.0)

Links to screenshots are broken.
by User_Name
Tue Dec 09, 2014 10:45 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: The Compound (Tiny, Efficient, Modular)
Replies: 11
Views: 13988

Re: The Compound (Tiny, Efficient, Modular)

Wow, this is the coolest thing I've seen so far.
It should be included in the screenshots on the official website.
by User_Name
Mon Dec 08, 2014 9:46 pm
Forum: Show your Creations
Topic: Rocket Defense Assembling Facility
Replies: 42
Views: 31893

Re: Rocket Defense Assembling Facility

Lee_newsum wrote:to make 1 Rocket defense

Code: Select all

Petroleum Gas 	3710
Coal	          1370
Iron Plate	    3755
Copper plate 	 6428
What are these numbers?
by User_Name
Mon Dec 08, 2014 9:34 pm
Forum: General discussion
Topic: Curvy Track Beat Skinny Track [Edit: Results Under Review]
Replies: 10
Views: 3994

Re: Curvy Track Beat Skinny Track in Throughput and Compress

Imagine belt that is missing one piece in the middle. Inserters fill it with items until it's full. It will look like this: >xxxxxxxxxxxx >>>>>>>>>> On the left you have maximum compression, on the right you have empty track. Items are laying as close to each other as they can. They can't be any clo...
by User_Name
Mon Dec 08, 2014 8:54 pm
Forum: General discussion
Topic: Curvy Track Beat Skinny Track [Edit: Results Under Review]
Replies: 10
Views: 3994

Re: Curvy Track Beat Skinny Track in Throughput and Compress

You did not test nor for throughput, nor for compression, just for speed.
by User_Name
Mon Dec 08, 2014 12:57 pm
Forum: General discussion
Topic: Belt buffers
Replies: 37
Views: 44027

Re: Belt buffers

According to numbers from the wiki , this buffer can support 3 RDH factory, but, according to this calculator , it is 1 RDH, which seems more feasible to me. On the other hand, copper usage numbers from Cordylus indicate that it is 3 RDH indeed (if Cordylus is right about his factory performance)

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