Search found 14 matches

by N35t0r
Mon Aug 28, 2023 8:02 am
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 69346

Re: Friday Facts #373 - Factorio: Space Age

To all of those complaining about artillery and the spidertron being kicked to later in the tech tree, consider instead that the tech tree bit just before those has been expanded. Silly analogy: you have a lighthouse, now you want a taller lighthouse, so you need to take the top part off before buil...
by N35t0r
Fri Apr 17, 2020 9:21 pm
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 21433

Re: Friday Facts #343 - Environmental particle effects

I somehow like that some decoratves remain after paving, but I would rather have stone bricks remove some, concrete remove some more, and refined concrete remove all.
by N35t0r
Fri Aug 30, 2019 12:19 pm
Forum: News
Topic: Friday Facts #310 - Glowing Heat pipes
Replies: 88
Views: 40349

Re: Friday Facts #310 - Glowing Heat pipes

That is so cool, yet touches so many 'thats wrong' buttons inside my head. Lol.
by N35t0r
Mon Nov 26, 2018 7:59 pm
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 38685

Re: Friday Facts #270 - HR Substation & Save/Load overview

bobingabout wrote: ↑
Mon Nov 26, 2018 9:19 am
Also it would seem the diagonal pole rotations are backwards.
This. Literally unplayable ;-)
by N35t0r
Tue Dec 19, 2017 3:57 pm
Forum: Ideas and Suggestions
Topic: Burner inserter fuel bonus
Replies: 56
Views: 15469

Re: Burner inserter fuel bonus

From wiki:
Nuclear fuel: 1.21 GJ

Burner inserter: 188kW, so 6436 seconds (1:47 h)
Burner drill: 300kW, so 4033 seconds (1:07 h)
by N35t0r
Tue Dec 19, 2017 3:52 pm
Forum: Ideas and Suggestions
Topic: Burner inserter fuel bonus
Replies: 56
Views: 15469

Re: Burner inserter fuel bonus

Rocket-furnaces, ROCKET-FURNACES! :!: Yes! And now with .16 and nuclear fuel, burner inserters should be able to fully saturate a blue belt! [Edit:] autocorrect typo How long does a burner inserter and burner mining drill run with a single nuclear fuel? Don't have access to the game rn, but they ha...
by N35t0r
Mon Dec 18, 2017 5:03 pm
Forum: Ideas and Suggestions
Topic: Burner inserter fuel bonus
Replies: 56
Views: 15469

Re: Burner inserter fuel bonus

bobingabout wrote:
darkfrei wrote:Rocket-furnaces, ROCKET-FURNACES! :!:
Yes!
And now with .16 and nuclear fuel, burner inserters should be able to fully saturate a blue belt!

[Edit:] autocorrect typo
by N35t0r
Mon Dec 18, 2017 5:00 pm
Forum: General discussion
Topic: nuclear fuel for trains added in .16?
Replies: 14
Views: 6453

Re: nuclear fuel for trains added in .16?

Now we definitely need fuel bonuses for burner inserters. Imagine the power of a nuclear-inserter!
by N35t0r
Sun Nov 19, 2017 6:35 pm
Forum: Ideas and Suggestions
Topic: Burner inserter fuel bonus
Replies: 56
Views: 15469

Burner inserter fuel bonus

TL;DR Have burner inserters work faster with more advanced fuel types What? Currently burner inserters can only pull stuff from non-yellow belts if they are backed up. It would be interesting if, provided they be fueled with solid fuel or rocket fuel, they would speed up enough to be able to pick u...
by N35t0r
Tue Oct 04, 2016 11:04 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Looking for belt UNbalancer
Replies: 13
Views: 7349

Re: Looking for belt UNbalancer

You could use splitters to 'force feed' a selected line.

With three lines in parallel (and not adjacent), have a splitter in the top and bottom lines, with the second exit turning towards the middle lane and feeding into it.
by N35t0r
Fri Dec 05, 2014 10:00 am
Forum: Show your Creations
Topic: Tired of babysitting expansions? Auto-supply w/ trains!
Replies: 20
Views: 30273

Re: Tired of babysitting expansions? Auto-supply w/ trains!

I've set up a refueling stop right before the exit of my main base, where trains stop for ~5 seconds and get loaded up with solid fuel. I've repurposed this stop to add wall, gate, laser turret (still unfinished), repair pack and construction robot loading arms; this way all of my trains get loaded ...
by N35t0r
Fri Dec 05, 2014 1:00 am
Forum: Show your Creations
Topic: Tired of babysitting expansions? Auto-supply w/ trains!
Replies: 20
Views: 30273

Re: Tired of babysitting expansions? Auto-supply w/ trains!

Yeah, I've seen that. But there's no way I'm setting that up on every outpost.

I guess I'll dump the repair kits onto a chest then. I have the train unload (robots and repair kits) directly into the roboport, and this way it fills it up, despite the filter on the smart inserter.
by N35t0r
Tue Dec 02, 2014 12:34 am
Forum: Show your Creations
Topic: Tired of babysitting expansions? Auto-supply w/ trains!
Replies: 20
Views: 30273

Re: Tired of babysitting expansions? Auto-supply w/ trains!

Wow, amazing. I just started doing this, only I'm also trying to supply construction robots, since they killed every now and then. My problem is that I can't seem to limit the amount of bots that get stored inside the roboport (or repair packs either, but those are cheap to produce), even with smart...
by N35t0r
Tue Nov 25, 2014 8:54 pm
Forum: Show your Creations
Topic: Even distribution of potions into labs using splitters
Replies: 16
Views: 15644

Re: Even distribution of potions into labs using splitters

I guess it highly depends on your play stile, but I usually burn through all the red/green only techs long before I have an established blue pack production, large enough to saturate the 8-10 labs I usually plop down...

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