Search found 39 matches

by Robbedem
Mon Jul 14, 2014 2:59 pm
Forum: Not a bug
Topic: Accumulator can't be connected to more than one grid.
Replies: 7
Views: 3803

Re: Accumulator can't be connected to more than one grid.

Also somewhat related. If you want to prioritise stored energy above steam generators, check the wiki (works great for me): https://forums.factorio.com/wiki/inde ... ailable.3F
by Robbedem
Sat Jul 12, 2014 10:30 am
Forum: Balancing
Topic: Laser Turrets need upkeep
Replies: 42
Views: 37574

Re: Laser Turrets need upkeep

I think the unlimited power from solar panels and accumulators has a simple solution: - accumulators need power to run when they are used OR they don't return the full amount of energy back (perhaps 75%) - the addition of weather would influence the solar power production. One of the main disadvanta...
by Robbedem
Tue Jul 08, 2014 12:14 pm
Forum: Ideas and Suggestions
Topic: Smarter Trains ☸
Replies: 7
Views: 20658

Re: Smarter Trains

It could be done with a different approach too => make signals linkable to the circuit and logistics network
by Robbedem
Mon Jul 07, 2014 12:01 pm
Forum: Ideas and Suggestions
Topic: Three things to change in Logistic network
Replies: 9
Views: 19984

Re: Three things to change in Logistic network

Technically you'ld only need AND, OR and NOT. NAND, NOR, XOR and XNOR can be made with the 3 basics already.
by Robbedem
Thu Jul 03, 2014 6:39 pm
Forum: Implemented Suggestions
Topic: Decrease size of substation collision box
Replies: 8
Views: 3176

Re: Decrease size of Substation

Perhaps he could change the title too: "Decrease size of substation collision box"
by Robbedem
Thu Jul 03, 2014 6:37 pm
Forum: Gameplay Help
Topic: Distributing Repair Packs via Logistics Network
Replies: 4
Views: 3191

Re: Distributing Repair Packs via Logistics Network

It seems the logistic network still needs a bit of finetuning. ;)
by Robbedem
Thu Jul 03, 2014 12:22 am
Forum: Ideas and Suggestions
Topic: Allow interaction with UI even when paused
Replies: 21
Views: 6575

Re: Allow interaction with UI even when paused

I agree, you should be able to read different things while the game is paused. (recipes, research, item stats,...)
You could also find these things on the wiki, but it would just be easier when you can acces them ingame without it having to run.
by Robbedem
Thu Jul 03, 2014 12:18 am
Forum: Outdated/Not implemented
Topic: Petroleum Gas conversions to Oil Products ☸
Replies: 7
Views: 10521

Re: Petroleum Gas conversions to Oil Products

This would be usefull of more uses for light and heavy oil are added to the game. For now you wouldn't need it.
by Robbedem
Wed Jul 02, 2014 2:16 pm
Forum: Ideas and Suggestions
Topic: Want to buy Tunnels for Trains / Railway Tunnels
Replies: 36
Views: 16849

Re: Want to buy Tunnels for Trains / Railway Tunnels

If the tracks are one way only, he only needs 8 signals. be carfeull to put them in the right direction though! Another and IMO better solution would be path based signals like in OTTD. With this kind of signals trains only have to stop if they would end up on the same piece of track, meaning that t...
by Robbedem
Wed Jul 02, 2014 2:10 pm
Forum: Implemented Suggestions
Topic: Quick Moving of Buildings with Blueprints
Replies: 10
Views: 9539

Re: Quick Moving of Buildings with Blueprints

Good idea, I have had to move my train station a few times already and this would make that easier.
Now you'ld have to deconstruct and wait till (almost) everything is removed before you can reconstruct (if the plans have overlap).
by Robbedem
Tue Jul 01, 2014 10:56 pm
Forum: Technical Help
Topic: End Game? sandbox
Replies: 4
Views: 7601

Re: End Game? sandbox

I hope they do it like most sandboxes: you get a victory screen, but you can continue to play
by Robbedem
Tue Jul 01, 2014 2:56 pm
Forum: Ideas and Suggestions
Topic: Want to buy Tunnels for Trains / Railway Tunnels
Replies: 36
Views: 16849

Re: Want to buy Tunnels for Trains / Railway Tunnels

Solution for now: you need to put 8 signals on the incoming and outoing tracks. Don't put signals in the middle, that will cause deadlock. Still, bridges/tunnels could be usefull, but the ramps would have to be long to be realistic. Therefore, the next thing people will ask: curved bridges/tunnels a...
by Robbedem
Tue Jul 01, 2014 2:34 pm
Forum: General discussion
Topic: two belts on one tile width
Replies: 21
Views: 13556

Re: two belts on one tile width

Then you don't even have to cross pipes. Much luck in finding working layouts. :) for me this is just a side effect of a needed game mechanics. The game is 2D, but the reality is 3D and that has many reasons and one is, that you can cross pipes or whatever, cause they cross in different depth . I d...
by Robbedem
Sun Jun 29, 2014 12:41 am
Forum: General discussion
Topic: two belts on one tile width
Replies: 21
Views: 13556

Re: two belts on one tile width

To me this sort of looks like cheating, so I won't use it. I even make sure that I don't have crossing underground belts.
by Robbedem
Tue Jun 24, 2014 11:28 pm
Forum: Show your Creations
Topic: Optimized: 26x Advanced Circuite AM
Replies: 4
Views: 5294

Re: Optimized: 26x Advanced Circuite AM

Why did you put so many fast inserters to feed the Advanced Circuit factories with copper cable? Are you using speed modules?
by Robbedem
Mon Jun 23, 2014 6:55 pm
Forum: Show your Creations
Topic: The motherland must expand!
Replies: 25
Views: 10914

Re: The motherland must expand!

How do you prevent new bases from spawining behind your wall?
by Robbedem
Mon Jun 23, 2014 1:00 pm
Forum: Ideas and Requests For Mods
Topic: Packing/Unpacking Assembly
Replies: 5
Views: 5324

Re: Packing/Unpacking Assembly

Belts are pretty cheap, so this will propably not be used very much. The only reason I see that would make this usefull is to balance amounts of different goods on a single belt. (f.e., electronic circuits, copper cable and plastic bars in a 1/1/2 balance for advanced circuit production)
by Robbedem
Mon Jun 23, 2014 2:07 am
Forum: Implemented Suggestions
Topic: Request for logistics robots
Replies: 5
Views: 3043

Re: Request for logistics robots

I have a different suggestion relating to logistics robots: I would like logistic robots to be able to put modules in factories. I guess it would have to work with some sort of template, f.e.: upgrade all Copper Cable producing level 3 assemblers with one energy effectivity level 2 and one productiv...
by Robbedem
Sun Jun 22, 2014 12:04 pm
Forum: General discussion
Topic: Speed and Productivity vs Efficiency Moduls
Replies: 2
Views: 3679

Re: Speed and Productivity vs Efficiency Moduls

That's why effectivity modules aren't meant to be used alone. Use them with a speed or productivity module to counter the large energy consumption and pollution that those last two modules create.
by Robbedem
Sat Jun 21, 2014 1:04 am
Forum: Balancing
Topic: Why are electric furnaces so expensive?
Replies: 53
Views: 53658

Re: Why are electric furnaces so expensive?

You shouldn't feel so strong about other people using coal, it's just virtual coal. ;)
Also, the game is still in alpha, so players should experiment and try weird unexpected things to test balance and find possible bugs.

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