Search found 33 matches
- Sat Jan 06, 2018 12:13 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 455623
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 ...
- Fri Apr 28, 2017 9:54 pm
- Forum: Videos
- Topic: I made a video about infinite uranium 235
- Replies: 12
- Views: 8443
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 ...
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 ...
- Thu Apr 27, 2017 8:47 pm
- Forum: Videos
- Topic: I made a video about infinite uranium 235
- Replies: 12
- Views: 8443
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.
I couldn't really get anywhere with it. Maybe someone else will come along.
- Thu Apr 27, 2017 7:49 pm
- Forum: Videos
- Topic: I made a video about infinite uranium 235
- Replies: 12
- Views: 8443
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 ...
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 ...
- Thu Apr 27, 2017 11:40 am
- Forum: Videos
- Topic: I made a video about infinite uranium 235
- Replies: 12
- Views: 8443
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.)
(I completely forgot I could just post a blueprint string, lmao.)
- Thu Apr 27, 2017 2:40 am
- Forum: Videos
- Topic: I made a video about infinite uranium 235
- Replies: 12
- Views: 8443
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)
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)
- Mon Sep 05, 2016 4:09 pm
- Forum: Ideas and Suggestions
- Topic: keep train stop names on blueprint
- Replies: 6
- Views: 3005
Re: keep train stop names on blueprint
+1
I'd really appreciate this functionality. It'd make naming stations much simpler
I'd really appreciate this functionality. It'd make naming stations much simpler
- Mon Sep 05, 2016 4:06 pm
- Forum: Ideas and Suggestions
- Topic: [Train Pathing] Include Ghost Images
- Replies: 7
- Views: 3261
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 ...
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 ...
- Mon Sep 05, 2016 3:31 pm
- Forum: Ideas and Suggestions
- Topic: Train Full Cargo - Mixed loading
- Replies: 8
- Views: 8866
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.
- 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: 6570
Re: Research Takes more Time and Labs Increases Speed after a While / Acceleration of Research
Not at all. My current solar/accumulator setup can do about 600MW, and I can easily double that with the resources I have.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 ...
- 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: 3872
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 ...
- 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: 6570
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 ...
- 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: 6570
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 ...
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 ...
- Sun Aug 21, 2016 1:37 am
- Forum: Balancing
- Topic: Personal Roboport should come before Roboport
- Replies: 14
- Views: 6584
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 ...
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 ...
- Fri Aug 19, 2016 4:42 pm
- Forum: Ideas and Suggestions
- Topic: An online market to trade with other players?
- Replies: 7
- Views: 4203
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 ...
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 ...
- Fri Aug 19, 2016 4:35 pm
- Forum: Ideas and Suggestions
- Topic: Floating Windows
- Replies: 3
- Views: 1480
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.
Panes of glass that float in the air?
Window frames disconnected from a building?
Or UI windows?
Explain yourself.
- Fri Aug 19, 2016 4:34 pm
- Forum: Ideas and Suggestions
- Topic: Trains: semi-automatic mode and autopilot
- Replies: 6
- Views: 3100
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 ...
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 ...
- Fri Aug 19, 2016 4:14 pm
- Forum: Ideas and Suggestions
- Topic: Quick toggling of power switcher
- Replies: 19
- Views: 6335
Re: Quick toggling of power switcher
+1 / Like!!!!!
- Fri Aug 19, 2016 4:13 pm
- Forum: Implemented Suggestions
- Topic: Walking on Belts (New Power Armor module)
- Replies: 20
- Views: 13575
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 ...
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 ...
- Fri Aug 19, 2016 4:01 pm
- Forum: Ideas and Suggestions
- Topic: Roofs
- Replies: 3
- Views: 2060
Re: Roofs
The clutter IS the aesthetic