Search found 46 matches
- Sat Oct 28, 2023 3:58 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 35233
Re: Friday Facts #382 - Logistic groups
we lowered the cost of the rocket by 20 times Oh. So what will the speedrunners do? I hope there will be another goal.. like a Dyson sphere or something? As you might guess, this is not the last time we will talk about circuit stuff. Looking forward to it. But I wish they would add recursive bluepr...
- Sun Jan 21, 2018 1:35 pm
- Forum: News
- Topic: Friday Facts #226 - New mod portal & other news
- Replies: 93
- Views: 41293
Re: Friday Facts #226 - New mod portal & other news
Speaking of mod portal, can you add a category "Circuits" for circuit network mods (new combinators etc.)?
- Sat Jan 13, 2018 9:07 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 372354
Re: Friday Facts #225 - Bots versus belts (part 2)
I believe the real problem with bots, their game breaking ability, is their inventory access speed. This is a very good observation. that could be a good solution. I agree with this, and it wouldn't be difficult to create a queue per each logistic chest for bot access. Then each bot would be penali...
- Fri Jan 12, 2018 5:38 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 345173
Re: Friday Facts #224 - Bots versus belts
Bot throughput is already limited to the speed of the inserters being used. The only thing this would do is stop bots from being able to deliver large amounts of goods in a single burst. Logistic bots can supply infinite resources, but they only get into assemblers as fast as inserts can go. Faster...
- Fri Jan 12, 2018 5:25 pm
- Forum: Ideas and Suggestions
- Topic: Shouldn't unmerging a belt be as simple as merging it?
- Replies: 36
- Views: 13659
Re: Shouldn't unmerging a belt be as simple as merging it?
This is a very nice one. I hope it will be added one day.CLion wrote: i thought about something like this (the tile in the red box, i did it with paint so don't judge)
Maybe it could be crafted with a simple recipe from two belts.
- Fri Jan 12, 2018 5:26 am
- Forum: General discussion
- Topic: Belts vs Bots - A response to FFF #224
- Replies: 98
- Views: 46048
Re: Belts vs Bots - A response to the latest FFF
As I wrote here https://forums.factorio.com/viewtopic.php?f=38&t=56218&start=840#p333435 , I think it's all about suspension of disbelief. I think bot megabases upset people (like me) because they're counter-intuitive; the optimal solution to production shouldn't be to airlift everything. Ad...
- Thu Jan 11, 2018 7:00 pm
- Forum: Ideas and Suggestions
- Topic: Shouldn't unmerging a belt be as simple as merging it?
- Replies: 36
- Views: 13659
Re: Shouldn't unmerging a belt be as simple as merging it?
You could also argue that using mixed belts doesn't make sense. I've been in a few factories that used conveyors, and I don't recall any of them having 2 separate products on the one conveyor. So another solution is just to remove the second belt lane. Correct. But I think two sides of belt in Fact...
- Thu Jan 11, 2018 6:38 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 345173
Re: Friday Facts #224 - Bots versus belts
Why is everyone trying to remove a part of the game that they do not use? I don't get that basic premise! All the people arguing to remove the bots are the same people that are not using them! Keep on not using them please and let the rest of the people that want bots continue to use them. I think ...
- Thu Jan 11, 2018 6:16 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.16] Off by one errors on Bonuses screen
- Replies: 1
- Views: 2283
[Rseding91] [0.16.16] Off by one errors on Bonuses screen
This is a minor issue, but the Bonuses screen shows one less for Inserter capacity, Stack inserter capacity, Cargo capacity (logistic bots) and (not sure) Follower robot count.
I think it's misleading and it should either show + in front of the bonus or (preferably) show the actual count.
I think it's misleading and it should either show + in front of the bonus or (preferably) show the actual count.
- Wed Jan 10, 2018 8:14 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 345173
Re: Friday Facts #224 - Bots versus belts
Just looking at the tech tree, and I think also (although obviously it doesn't solve the problem) logistic bots should probably depend on Logistics 3 (unlike construction bots). I still think the best would be to have an enforced delay needed for each bot to load/unload at logistic chest, (with reas...
- Wed Jan 10, 2018 4:20 pm
- Forum: Ideas and Suggestions
- Topic: Shouldn't unmerging a belt be as simple as merging it?
- Replies: 36
- Views: 13659
Re: Shouldn't unmerging a belt be as simple as merging it?
I completely agree, lack of one tile "T-wedge splitter" annoys me to no end. On a related note, 1-2 tile lane exchanger and some really simple (1 tile) belt crossing would be cool too, but these are not so important. I often used both sides of the belt for different things, since I tend to...
- Wed Jan 10, 2018 12:49 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 345173
Re: Friday Facts #224 - Bots versus belts
I thought about it and I think the best would be to rate-limit delivery to/from a single logistic endpoint, such as chests. For example, each logistic chest could have a queue of robots waiting to load or unload, and it would serve these requests in turn so that the rate would be slower than inserti...
- Mon Jan 08, 2018 3:07 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 345173
Re: Friday Facts #224 - Bots versus belts
It should be noted that you can do this using belts -- you just need a closed loop, and then either a circuit network contraption, or just to re-gather all of your ingredients back up via filter inserters. Dump from chests into belts, merge belts together with splitters; go around the loop; filter ...
- Sun Jan 07, 2018 8:26 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 345173
Re: Friday Facts #224 - Bots versus belts
Don't remove logistic bots! I am going to improve a belt-based concept base that will be very similar to what you can do with logistic bots. It will be based on my earlier designs of sushi belt factory. So my point is, nerfing logistic bots is pointless, you can actually do the same thing just with ...
- Sun May 14, 2017 9:58 pm
- Forum: News
- Topic: Friday Facts #190 - The quiet days
- Replies: 68
- Views: 36961
Re: Friday Facts #190 - The quiet days
Steam complicates all things, apparently. Not only it's not clear if it is actually water or not, it will also not let you clear your achievements. Personally, I agree, I got several achievements just by loading other people's bases, and they can't be deleted on Steam. I suspect they don't really wa...
- Sat May 06, 2017 10:47 am
- Forum: Releases
- Topic: Version 0.15.7
- Replies: 72
- Views: 48266
Re: Version 0.15.7
However, switching from pumpjack to assembler 1 for production science pack I feel makes it too cheap, also, assembler 1 feels too low tech. If it was up to me I would have gone with assembler 2, still cheaper than pumpjack, especially on normal recipe complexity, but not as simple as assembler 1. ...
- Sat May 06, 2017 8:50 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 541633
Re: Let's see your clever builds
I like this one very much, thanks! What I like the most is that it is easy to upgrade to electric furnaces, if you space your smelters by 1.vanatteveldt wrote: What about this design (that I'm sure has been posted earlier, since it's fairly obvious):
- Tue May 02, 2017 7:49 pm
- Forum: Ideas and Suggestions
- Topic: Alternate power generation from heat
- Replies: 4
- Views: 2267
Alternate power generation from heat
I wonder, now that in 0.15 are the heat pipes and heat exchangers for nuclear reactors, there could be alternate ways to get heat: Geothermal - special nodes generated on map, where you could draw heat from the magma in the ground. Solar thermal - concentrated solar power to generate heat. Solar bea...
- Thu Apr 20, 2017 5:12 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 996569
Re: Factorio Roadmap for 0.15 + 0.16
Also, even after you launch the rocket, you can try to play with different configurations (my favorite is rainbow belts and very compact ecological strategy), you can explore how you can utilize circuits and maybe even build computers... I personally found the rocket goal rather boring, I came to Fa...
- Wed Apr 19, 2017 10:37 pm
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 541633
Re: Let's see your clever builds
Hm, this got me thinking.. And a more compact, but little funky variation:Juggla wrote:Here is a clean Steel smelting setup.