Search found 42 matches

by viveks711
Fri Feb 01, 2019 6:04 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 86023

Re: Friday Facts #280 - Visual Feedback is the king

The train UI kind of looks like a sperm. Not that I'm complaining. but, It probably wont take long until someone make a video of a "sperm" fertilizing an "egg" in Factorio.
by viveks711
Fri Aug 24, 2018 1:03 pm
Forum: General discussion
Topic: Inserters Belt Placement location
Replies: 6
Views: 3646

Re: Inserters Belt Placement location

Thank You, That is what I wanted to know. Now I know which stations needs to be updated. The behavior of items placed on the belt was indeed changed in 0.16.46 to behave consistently if inserters are rotated. https://forums.factorio.com/viewtopic.php?f=11&t=60653 So in previous versions you actu...
by viveks711
Fri Aug 24, 2018 2:53 am
Forum: Energy Production
Topic: Kovarex Process with self sustaining & growing feedback Loop
Replies: 4
Views: 7296

Re: Kovarex Process with self sustaining & growing feedback Loop

I've an improved version of the setup.. You can actually extent it as much as you like https://i.imgur.com/QBI8Oro.jpg 0eNrVmOtu2yAUgN+F37EUwJck0vYCe4Spshz7JEWzsQW4alf13XeY0yRdcAO0arQ/sQz4O4dzhTyTbTvCoIQ0ZPNMRN1LTTY/n4kWe1m1dsw8DUA2RBjoyILIqrNvo6qkGLuE8Yy8LIiQDTySDX25WxCQRhgBE+bvy1Mpx24LChccAfA4KNA6...
by viveks711
Fri Aug 24, 2018 2:45 am
Forum: General discussion
Topic: Inserters Belt Placement location
Replies: 6
Views: 3646

Inserters Belt Placement location

Did the direction of items placed in the belt change a few versions back? I've not played Factorio in a few months and when I opened my last saved game, it looks like things have changed.

My bottom inserters place the items to the left of the belt.

Image
by viveks711
Fri Jun 01, 2018 7:14 pm
Forum: News
Topic: Friday Facts #245 - Campaign concept
Replies: 167
Views: 59072

Re: Friday Facts #245 - Campaign concept

Would Sandbox mode be getting some love? always played with Sandbox mode since I found it exhausting to go from one part of the base to another, especially when you are creating a base with 1 RPM / SPM in mind.
by viveks711
Mon Apr 16, 2018 6:10 pm
Forum: Not a bug
Topic: Logis. Net. with missing const. robots affects another Net.
Replies: 1
Views: 874

Logis. Net. with missing const. robots affects another Net.

When one logistics network has a lot of work (600+) to be done by construction robots, a separate logistics network does not do start its work until the other work falls below 600. From my save, you can see that the Main Bus has lots of work to be done by a limited number of construction robots and ...
by viveks711
Fri Jan 19, 2018 2:58 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 362116

Re: Friday Facts #225 - Bots versus belts (part 2)

If you are going to nerf bots, would there be any issue in limiting the number of bots that can access a smart chest at the same time?
by viveks711
Fri Jan 12, 2018 4:07 pm
Forum: News
Topic: Factorio T-shirts store now open
Replies: 86
Views: 69382

Re: Factorio T-shirts store now open

In case it matters to some, I just received my shirt ordered 11 December yesterday in Canada (Toronto area). That may give some indication as to how long the wait may be - I know I was concerned and others were too. Thank you, now I'll be able to expect mine sometime soon.... Update: The postman ju...
by viveks711
Fri Dec 29, 2017 2:16 pm
Forum: Not a bug
Topic: Nuclear Fuel can be researched before Rocket Fuel
Replies: 2
Views: 1251

Nuclear Fuel can be researched before Rocket Fuel

Nuclear Fuel needs Rocket Fuel as on of its Inputs but you can research Nuclear Fuel before you can research Rocket Fuel.

Rocket Fuel is reached in Rocket silo while Nuclear fuel can be got from Kovarex enrichment process.

Not sure if this is a bug or a feature
by viveks711
Mon Dec 18, 2017 8:13 pm
Forum: Ideas and Suggestions
Topic: Setting Manual Train Path
Replies: 3
Views: 1842

Re: Setting Manual Train Path

Updated the idea with the template.
by viveks711
Mon Dec 18, 2017 12:46 am
Forum: Duplicates
Topic: Rotating Belts compresses items way too much
Replies: 1
Views: 979

Rotating Belts compresses items way too much

When you press the R key to rotate a belt that full it actually compresses the items in the belt a lot more than allowed.

Image
by viveks711
Fri Dec 15, 2017 6:07 pm
Forum: Ideas and Suggestions
Topic: Setting Manual Train Path
Replies: 3
Views: 1842

Setting Manual Train Path

TL;DR Having the option to set the complete train path manually. i.e. From Station A -> Station B -> Station A What ? https://i.imgur.com/pwQNIBO.png 1. In the Train Shedule window have the option to Set Mode: Scheduled Route (or something more appropriate) 2. The Map view on the right should show ...
by viveks711
Fri Nov 17, 2017 7:57 pm
Forum: News
Topic: Friday Facts #217 - Just another Friday Facts
Replies: 84
Views: 34050

Re: Friday Facts #217 - Just another Friday Facts

Personally for me, I find that I need more copper than Iron at the moment. I'm currently trying to build a 1 RPM mega base in sandbox, peaceful mode and for that, I need a lot of Production Module 3's & Speed module 3's. Though I'm far from achieving that goal, I do consume a lot more copper tha...
by viveks711
Fri Aug 04, 2017 6:37 pm
Forum: Resolved Problems and Bugs
Topic: Boiler ghost emits light
Replies: 3
Views: 4014

Re: Boiler ghost emits light

If there's something strange in you neighborhood, Who you gonna call?
by viveks711
Fri Jul 21, 2017 7:15 pm
Forum: News
Topic: Friday Facts #200 - Plans for 0.16
Replies: 129
Views: 63290

Re: Friday Facts #200 - Plans for 0.16

Hope they server beer at those McDonald's.... One of the programs I use and sometimes help develop has a function that allows for random generation of maps. It does this by using what are called geomorphs to create a series of "random" dungeons and corridors. The downside is that the geomo...
by viveks711
Fri Jul 14, 2017 6:41 pm
Forum: News
Topic: Friday Facts #199 - The story of tile transitions
Replies: 51
Views: 26816

Re: Friday Facts #199 - The story of tile transitions

Waiting for it!
kovarex wrote:soon
by viveks711
Wed May 24, 2017 4:57 pm
Forum: General discussion
Topic: production science pack, harder to made than hi tech science
Replies: 11
Views: 4294

Re: production science pack, harder to made than hi tech science

is it just me ? since the production science pack require enormous item, like stone, copper, iron, oil. while hi tech require copper, iron, oil. Production science pack needs Assembly M/C -1, Electric engine unit and Electric Furnace while Hi-Tech science pack requires Battery, Processing unit, Spe...
by viveks711
Fri May 19, 2017 11:34 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 146040

Re: Friday Facts #191 - Gui improvements

OK... When I first asked about binding keys 6.. 0 for the toolbelt, I didn't realize that the Shift 1-5 can be rebinded to 6..0...
So if you do that, you will get what is needed... also we could use the X key to switch between the top row and bottom row...
no changes needed and everybody wins!
by viveks711
Fri May 19, 2017 8:32 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 146040

Re: Friday Facts #191 - Gui improvements

Yeah, I fully support. Shift + 1-5 is just SO MUCH MORE comfortable it HAS to be the default. With it, a player won't have to keep repositioning their hand on keyboard all the time, which is really unnerving. I understand new players might be uncomfortable with this at first, as I was in my time. S...
by viveks711
Fri May 19, 2017 7:55 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 146040

Re: Friday Facts #191 - Gui improvements

Finally it has been mentioned to change hotkeys for your 6th-10th items from shift-1-5 to 6-0. I agree with this change. Please DONT change the toolbar shortcuts from Shift 1-5 to 6-0 . This would be a huge step down in usability because most of us don't have fingers that can reach past 6 or 7 from...

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