Aaaw, I was hoping for Hextorio, Factorio using hexagons instead of squares.
And throw in an additional 12 pentagons in every map and you get a round planet!
Search found 14 matches
- Fri Feb 05, 2021 5:50 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 183631
- Fri Feb 23, 2018 1:56 am
- Forum: Releases
- Topic: Version 0.16.25
- Replies: 72
- Views: 42074
Re: Version 0.16.25
Changes Inserters and belt sideloading can now squash item on belt even when the gap isn't big enough. The squashed gap is extended to normal size once the front of the belt starts to move again. This means, that inserter rows and side loading can produce fully compressed belts without the usage of...
- Fri Feb 16, 2018 11:03 pm
- Forum: News
- Topic: Friday Facts #230 - Engine modernisation
- Replies: 81
- Views: 50692
Re: Friday Facts #230 - Engine modernisation
I am interested in the technical reasoning behind choosing SDL & OpenGL/DirectX over Vulkan?
Also SDL recently added cross-platform Vulkan graphics support (https://discourse.libsdl.org/t/sdl-2-0-6-released/23109), did that affect your decision?
Also SDL recently added cross-platform Vulkan graphics support (https://discourse.libsdl.org/t/sdl-2-0-6-released/23109), did that affect your decision?
- Sat Dec 16, 2017 10:12 pm
- Forum: Not a bug
- Topic: [kovarex] [16.0] Inserting on underground belt behaves different
- Replies: 24
- Views: 27667
Re: [kovarex] [16.0] Inserting on underground belt behaves different
An alternative could be to 'quantize' the item positions on a belt so no item gets placed 1/3 or .24567 distance from the last item. There is exactly ONE space to hold an item (or a gap to insert an item). The inserter could then hold an item until a free space presents itself on the belt and only t...
- Fri Dec 15, 2017 10:00 pm
- Forum: Not a bug
- Topic: [kovarex] [16.0] Inserting on underground belt behaves different
- Replies: 24
- Views: 27667
Re: [kovarex] [16.0] Inserting on underground belt behaves different
This -> Would be better is inserters themselves were able to compress a non-underground belt by moving items forward/bacward a bit instead of making that way of compression impossible at all. I always thought it was super dumb that an inserter could not stuff an extra item in the belt, watching gaps...
- Fri Feb 24, 2017 11:44 pm
- Forum: Show your Creations
- Topic: Shopping Mall
- Replies: 5
- Views: 13591
Shopping Mall
I wanted a place where I could wander the isles and not have a million bots flying around: Shopping_Mall.png It has most of the items in the non ammunition Factorio catalogue, I am going to finish my munitions factory next. I think it will have to change when v15 launches, there are some recipe chan...
- Wed Jan 04, 2017 1:53 am
- Forum: Ideas and Suggestions
- Topic: Cylindrical / spherical / torus maps
- Replies: 34
- Views: 10717
Re: Cylindrical / spherical / torus maps
So two weekends then? jk :lol: For me the infinite map model means that I can never "win" the planet against the biters, only hold them to a draw so I like the idea of a finite play area and planetary domination. Also I have been playing the "Earth" map and when you hit the edges...
- Tue Jan 03, 2017 10:49 am
- Forum: Show your Creations
- Topic: Yet another science setup.
- Replies: 14
- Views: 34857
Re: Yet another science setup.
Originally I was doing this setup because it can be expanded, just keep throwing in more buildings until it meets requirements: Old Science.png Eventually It does limit on the blue science filter inserter manufacture so I had to make this 115 lab setup (each with 2 x +50% speed modules): Big Science...
- Mon Jan 02, 2017 1:57 pm
- Forum: Ideas and Suggestions
- Topic: Cylindrical / spherical / torus maps
- Replies: 34
- Views: 10717
Re: Cylindrical / spherical / torus maps
The problem is squares. Using hexagons (and 12 pentagons) a "Goldberg polyhedron" can be made to look like a planet.
It would be a major change for factorio, so maybe for "Factorio 2"- Wed Dec 14, 2016 7:46 am
- Forum: Show your Creations
- Topic: Compact Belts Factories & Inserters Machine
- Replies: 11
- Views: 19204
Re: Compact Belts Factories & Inserters Machine
I usually limit it to about 3000 gears in the chest, it's enough to make a few hundred blue belts and a couple of splitters and undergrounds. The gear factory is still pumping out the gears so it is just a slowdown when it runs low anyway. I was tempted to throw some speed modules in the gear factor...
- Sun Nov 20, 2016 8:24 am
- Forum: Railway Setups
- Topic: Dual wagon unloader with balancing
- Replies: 2
- Views: 3992
Re: Dual wagon unloader with balancing
I like the setup you are using, that system can also be used to make a buffer with balanced input as well:
But as you say, throughput...
This one is running 204 copper furnaces.
But as you say, throughput...
This one is running 204 copper furnaces.
- Sun Nov 20, 2016 1:09 am
- Forum: Railway Setups
- Topic: Dual wagon unloader with balancing
- Replies: 2
- Views: 3992
Dual wagon unloader with balancing
I like to run dual wagon, single ended trains for most things. I find they work best when loading ore. Also I perfer loads of smaller trains instead of a few bigger ones so it is not much of an issue when one gets stuck at a depleted ore patch. Here is my unloading setup: TrainUnloader1.png Some fea...
- Wed Nov 16, 2016 1:04 pm
- Forum: Show your Creations
- Topic: Compact Belts Factories & Inserters Machine
- Replies: 11
- Views: 19204
Compact Belts Factories & Inserters Machine
Belts-Factories-Inserters.png This is a nice compact layout, one of the few times I actually use a buffer. The machine uses an insane amount of gears when you need some blue level belts, looks cool watching the two green gear inserters trying to unload the chest as fast as possible. It also needs a...
- Wed Nov 16, 2016 10:26 am
- Forum: General discussion
- Topic: 100 Rocket achievement
- Replies: 1
- Views: 1411
100 Rocket achievement
Thanks.