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by hitzu
Fri Jan 16, 2015 10:18 am
Forum: Balancing
Topic: Poor balance of electric poles/substation costs
Replies: 26
Views: 21896

Re: Poor balance of electric poles/substation costs

Sometimes I catch myself thinking that I need even smaller area for poles, like 3x3, to power up just neighboring objects on a separate power grid. It becomes very important in case of power and logic switches.
by hitzu
Thu Jan 15, 2015 12:34 pm
Forum: Ideas and Suggestions
Topic: Sources of rotational energy / Two forms of energy
Replies: 7
Views: 3331

Re: Sources of rotational energy / Two forms of energy

ssilk wrote:Merged, cause equal topic
Thank you, but any thoughts?
by hitzu
Thu Jan 15, 2015 12:33 pm
Forum: Ideas and Suggestions
Topic: Ropeway conveyor above the factory...
Replies: 95
Views: 46392

Re: Ropeway conveyor above the factory...

Here is a great video clearly explaining how exactly the ropeway conveyor works: https://www.youtube.com/watch?v=UEb9jVoY9aY It's a ropeway line in the Czech Republic. It has about 7 km long. Ok, this requires hand work. In your mind how an automatic ropeway station should look like and work in Fac...
by hitzu
Thu Jan 15, 2015 11:11 am
Forum: Ideas and Suggestions
Topic: Sources of rotational energy / Two forms of energy
Replies: 7
Views: 3331

Splitting two forms of energy

I know there are lot of suggestions of making belts and water pumps to demand electricity in order to work. And there are many discussions about pros and contras of that. I would like to share my minds with you. https://forums.factorio.com/forum/viewtopic.php?f=6&t=2064&p=15134 https://forum...
by hitzu
Thu Jan 15, 2015 7:31 am
Forum: Ideas and Requests For Mods
Topic: [Request] Transport belt consume energy
Replies: 10
Views: 9397

Re: [Request] Transport belt consume energy

* Power drain from electric poles - complete Now I have a motor facility, connected to power grid. Next I will extend belts with a (ref counted) pointer field to that facility and each connected belt will increment its power drain. Whenever a belt lose its facility or that facility have power short...
by hitzu
Wed Jan 14, 2015 9:02 pm
Forum: Not a bug
Topic: [0.11.8] Inserter to cargo wagon behavior problems
Replies: 16
Views: 6249

Re: [0.11.8] Inserter to cargo wagon behavior problems

That is a good idea, but now the amount of complications is starting to rise, and the question is, if we should put so much logic and intelligence into inserters, or should it be part of the game to overcome these problems. Inserters already know what items to put into assemblers, right? They know ...
by hitzu
Wed Jan 14, 2015 7:19 pm
Forum: Not a bug
Topic: [0.11.8] Inserter to cargo wagon behavior problems
Replies: 16
Views: 6249

Re: [0.11.8] Inserter to cargo wagon behavior problems

kovarex wrote:
hitzu wrote:
He can't put it back.
Why not?
Maybe the chest was already filled by some other inserter? Or logistic robot.
What if make a reserved empty place for picked item which could be occupied only after an inserter release that item?
by hitzu
Wed Jan 14, 2015 7:05 pm
Forum: Not a bug
Topic: [0.11.8] Inserter to cargo wagon behavior problems
Replies: 16
Views: 6249

Re: [0.11.8] Inserter to cargo wagon behavior problems

He can't put it back.
Why not?
by hitzu
Tue Jan 13, 2015 1:12 pm
Forum: News
Topic: Friday Facts #68 - The trains
Replies: 55
Views: 41301

Re: Friday Facts #68 The trains

Cloner wrote:The underground train passage doesnt require the world to be unflat, same as underground belts and pipes.
I didn't argue with that.
by hitzu
Tue Jan 13, 2015 10:27 am
Forum: General discussion
Topic: Automatic mining bases expansion (or eliminating the need)
Replies: 31
Views: 20622

Re: Automatic mining bases expansion (or eliminating the nee

Resource fields should get bigger as the distance to the starting area increases. This way you are still forced to get out and explore, but you don't get to that point where your resource usage is so big that the fields deplete faster than you can connect others. If you go really far out you should...
by hitzu
Tue Jan 13, 2015 9:55 am
Forum: News
Topic: Friday Facts #68 - The trains
Replies: 55
Views: 41301

Re: Friday Facts #68 The trains

Well, it is one of the possibilities, as it would be only needed in 8 directions, and the train sprites could be moved into the ram-only memory. The other possibility would be to hide it completely. In my opinion the slopes eiter natural or artifitial would be out of strong Factorio design. The gam...
by hitzu
Tue Jan 13, 2015 9:20 am
Forum: News
Topic: Friday Facts #68 - The trains
Replies: 55
Views: 41301

Re: Friday Facts #68 The trains

kovarex wrote:Who says it should be in one tile? The train to ground piece would certainly be several tiles long.
Do you really want to add new spreadsheet of train-on-slope sprites? ʘ̆_ʖಠ
by hitzu
Tue Jan 13, 2015 6:56 am
Forum: Ideas and Suggestions
Topic: Ropeway conveyor above the factory...
Replies: 95
Views: 46392

Re: Ropeway conveyor above the factory...

This is awesome! Not only because it perfectly fit in the game style, but also because this device would occupy a niche between conweyors and trains. I think it should appear on early stages of the game, maybe even on pre-steel age.
by hitzu
Tue Jan 13, 2015 6:54 am
Forum: Implemented Suggestions
Topic: lay repeating underground pipes like power lines
Replies: 49
Views: 40279

Re: lay repeating underground pipes like power lines

My idea about this is: the placed entity have something I can drag. For belts, pipes, rails it could be the "end-part". The end-part for rails where introduced with 0.11. The pipes alread have end parts (difficult to see, when facing north). And the belts should become end parts, to see c...
by hitzu
Thu Dec 18, 2014 11:38 am
Forum: Ideas and Suggestions
Topic: Better train logic (smarter alternative route finding)
Replies: 30
Views: 14029

Re: Better train logic (smarter alternative route finding)

@hitzu: You need to read mentioned threads. The reason is because of https://forums.factorio.com/wiki/index.php?title=Railway_network/The_renaming-of-train-stop-trick If you name two trainstops with the same name, the train will normally find only one way to this train stop. This is because it sear...
by hitzu
Thu Dec 18, 2014 9:09 am
Forum: Ideas and Suggestions
Topic: Better train logic (smarter alternative route finding)
Replies: 30
Views: 14029

Re: Better train logic (smarter alternative route finding)

Seeing that thread I'm just wondering why the train even search new route looking at red signal? Yes, it have to do this in the case of broken rails, but not in the case of red signalling cause lights turn red only when the route is occupied by another train, which is always a temporary state. So I ...
by hitzu
Thu Dec 18, 2014 8:04 am
Forum: Ideas and Requests For Mods
Topic: [Idea] Train-proof facility
Replies: 12
Views: 14272

[Idea] Train-proof facility

I got this idea when saw people complaining about their safety near busy rail network. http://cs624220.vk.me/v624220720/d986/9LgzR_Rv4Es.jpg Yes, unlike some sort of signalling this is radical solution :D The only problem is how to really make this train-proof in 2D flat game. How to force players o...
by hitzu
Tue Dec 09, 2014 12:46 am
Forum: Mods
Topic: [0.11.13] RoadWorks 2.0.0
Replies: 126
Views: 132158

Re: [0.10.3] RoadWorks 1.06 + Soundless version

Bridges will be built more like rails or walls in that you'll have to place every individual piece of them, another limitation I can't get around without lots of trouble. Plus, I don't want to limit their length, if a player wants to spend a ton of resources to build a mile long bridge to get acros...
by hitzu
Sun Dec 07, 2014 4:17 pm
Forum: Mods
Topic: [0.11.13] RoadWorks 2.0.0
Replies: 126
Views: 132158

Re: [0.10.3] RoadWorks 1.06 + Soundless version

The bridges look great! The bumpers are small and unobtrusive but still a clear mark of where the bridge ends, I like them a lot. However, the walkable area of the bridge still isn't 64x64. The top of the bridge has to be 64x64 pixels, otherwise players would appear to be able to walk on water. It ...

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