Search found 33 matches

by person3triple0
Sat Jan 06, 2018 12:13 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345560

Re: Friday Facts #224 - Bots versus belts

Back in 0.13 I had this island base that I'd expanded onto the mainland and I had been working to severely increase bot production, and I think I had about 13k bots or something like that in my main base, along with several mini bases with about 1k-4k each for ore depot things (bots are a godsend fo...
by person3triple0
Fri Apr 28, 2017 9:54 pm
Forum: Videos
Topic: I made a video about infinite uranium 235
Replies: 12
Views: 6976

Re: I made a video about infinite uranium 235

i wish you used my 238U belt management. unless you like the bots going in circles triangles. :P I was only using the bots because it was a one time loop. If I had this in a full factory, that belt would just carry on down the line and probably get put into some train that redelivers it to some tra...
by person3triple0
Thu Apr 27, 2017 8:47 pm
Forum: Videos
Topic: I made a video about infinite uranium 235
Replies: 12
Views: 6976

Re: I made a video about infinite uranium 235

Here's a new video where I'm essentially just rambling. https://youtu.be/Tl_U7aBM89Q

I couldn't really get anywhere with it. Maybe someone else will come along.
by person3triple0
Thu Apr 27, 2017 7:49 pm
Forum: Videos
Topic: I made a video about infinite uranium 235
Replies: 12
Views: 6976

Re: I made a video about infinite uranium 235

i tried to make a modular system with your setup, where the excess would go into the next machine. I think the problem there is that what you need is essentially a closed loop of 40 U-235 for each machine. Once your machine fills the second with its 40, it'll just continue putting more into that on...
by person3triple0
Thu Apr 27, 2017 11:40 am
Forum: Videos
Topic: I made a video about infinite uranium 235
Replies: 12
Views: 6976

Re: I made a video about infinite uranium 235

Thanks! I didn't realize it was so fast, but I did rush a little at the end. I'll post another video tonight checking out your version, see if I can scale it.

(I completely forgot I could just post a blueprint string, lmao.)
by person3triple0
Thu Apr 27, 2017 2:40 am
Forum: Videos
Topic: I made a video about infinite uranium 235
Replies: 12
Views: 6976

I made a video about infinite uranium 235

https://youtu.be/d_3P9chNA6A

Here's a link to a video I just posted about Uranium and the Kovarex processing recipe and how to create infinite U-235!

~Adorin (aka person3000 and person3triple0)
by person3triple0
Mon Sep 05, 2016 4:09 pm
Forum: Ideas and Suggestions
Topic: keep train stop names on blueprint
Replies: 6
Views: 2348

Re: keep train stop names on blueprint

+1

I'd really appreciate this functionality. It'd make naming stations much simpler
by person3triple0
Mon Sep 05, 2016 4:06 pm
Forum: Ideas and Suggestions
Topic: [Train Pathing] Include Ghost Images
Replies: 7
Views: 2573

Re: [Train Pathing] Include Ghost Images

I'd like to jump in on this one. I really like the idea and I had an idea about another topic I was in awhile ago. The Filtered Deconstruction mod comes to mind with this one, except instead of DEconstruction, a train will do repairs and replacements, but only on specific items. For example, there c...
by person3triple0
Mon Sep 05, 2016 3:31 pm
Forum: Ideas and Suggestions
Topic: Train Full Cargo - Mixed loading
Replies: 8
Views: 6833

Re: Train Full Cargo - Mixed loading

I've had the same issue with a mixed copper/coal depot. the best you can do is to filter the chests: first, load into passive chests, then use green inserters to load into blue chests requesting the correct type of ore. You'll need about 100 robots to do it efficiently.
by person3triple0
Wed Aug 24, 2016 12:28 pm
Forum: Ideas and Suggestions
Topic: Research Takes more Time and Labs Increases Speed after a While / Acceleration of Research
Replies: 7
Views: 4966

Re: Research Takes more Time and Labs Increases Speed after a While / Acceleration of Research

Kevin Ar18 wrote:maybe with different numbers, but you get the idea ... perhaps might be too much for default game though, unless nuclear is really high output ...
Not at all. My current solar/accumulator setup can do about 600MW, and I can easily double that with the resources I have.
by person3triple0
Sun Aug 21, 2016 6:29 pm
Forum: Ideas and Suggestions
Topic: Ghost-Construction-Mode-Change/Deconstruction-Mode-Change/What Robots Build the Blueprint?/Planning
Replies: 3
Views: 3131

Re: Ghost-Construction-Mode-Change/Deconstruction-Mode-Change/What Robots Build the Blueprint?/Plann

I would say, make deconstructions always use your personal roboport, then, when holding shift, it would use only the network's robots, not your own. This could be the same for blueprints. Maybe another modifier would need to be used (ctrl) so that ghosts could still be built and build from the netw...
by person3triple0
Sun Aug 21, 2016 6:15 pm
Forum: Ideas and Suggestions
Topic: Research Takes more Time and Labs Increases Speed after a While / Acceleration of Research
Replies: 7
Views: 4966

Re: Research Takes more Time and Labs Increases Speed after a While / Acceleration of Research

Again, it was just a suggestion. The evolution factor thing was kind of a limit thing in my mind? (I think My equation was the wrong kind anyway, it should be *(1 + Evo_Fac) ) Like, you can't research FASTER than a certain point in the early game. It would be highly OP for constant red research to s...
by person3triple0
Sun Aug 21, 2016 2:26 am
Forum: Ideas and Suggestions
Topic: Research Takes more Time and Labs Increases Speed after a While / Acceleration of Research
Replies: 7
Views: 4966

Re: Research Takes more Time and Labs Increases Speed after a While / Acceleration of Research

I really like this idea, and I have a suggestion for how the power aspect would work: First, the bounds: Base_power = 300kW //or whatever the number is, I've been working with too many machines.... Max_power_needed = Base_power*(1 - Evolution_factor)^( (some varying number) ) //The power requirement...
by person3triple0
Sun Aug 21, 2016 1:37 am
Forum: Balancing
Topic: Personal Roboport should come before Roboport
Replies: 14
Views: 5251

Re: Personal Roboport should come before Roboport

My reasoning is twofold: β€’ RL - Technology tends to become smaller, and therefore easier to use β€’ Who gets Power Armor BEFORE robots? It's later in terms of technology AND resources! (I guess it's a playstyle thing :T) To the Robot Control Unit: That actually makes a lot more sense, and it follows a...
by person3triple0
Fri Aug 19, 2016 4:42 pm
Forum: Ideas and Suggestions
Topic: An online market to trade with other players?
Replies: 7
Views: 3331

Re: An online market to trade with other players?

I JUST HAD A REALLY GREAT IDEA Maybe an idea for Factorio 2.0 (it will take A LOT of work to get the system prepared) Instead of some online market, there could be a way for the worlds of Factorio to interact through satellites! There can be a new set of tech that allow a space station and eventuall...
by person3triple0
Fri Aug 19, 2016 4:35 pm
Forum: Ideas and Suggestions
Topic: Floating Windows
Replies: 3
Views: 1165

Re: Floating Windows

What are floating windows?
Panes of glass that float in the air?
Window frames disconnected from a building?
Or UI windows?

Explain yourself.
by person3triple0
Fri Aug 19, 2016 4:34 pm
Forum: Ideas and Suggestions
Topic: Trains: semi-automatic mode and autopilot
Replies: 6
Views: 2482

Re: Trains: semi-automatic mode and autopilot

I think this could also be a balancing issue with a heading of Train Prioritization. There could be a way to prioritize which trains leave first (maybe using the coloring thing? or some other method). Reasons it would be useful: β€’ Base is under attack, but you're on the opposite end β€’ Set your train...
by person3triple0
Fri Aug 19, 2016 4:14 pm
Forum: Ideas and Suggestions
Topic: Quick toggling of power switcher
Replies: 19
Views: 4257

Re: Quick toggling of power switcher

+1 / Like!!!!!
by person3triple0
Fri Aug 19, 2016 4:13 pm
Forum: Implemented Suggestions
Topic: Walking on Belts (New Power Armor module)
Replies: 20
Views: 11269

Re: Walking on Belts (New Power Armor module)

I think all there needs to be is a hover button: You press h, for example, and instead of moving with the belts, your character walks with them . Similar to how a jetpack works in modded Minecraft, rather than having to keep tapping the movement keys, you can just hit one button (which toggles on/of...
by person3triple0
Fri Aug 19, 2016 4:01 pm
Forum: Ideas and Suggestions
Topic: Roofs
Replies: 3
Views: 1607

Re: Roofs

The clutter IS the aesthetic

Go to advanced search