But...
alienreactor.jpg Alien tech already produces energy. We just need a way to turn the personal reactor into a base reactor :D
Maybe each personal reactor can be placed either in the world or in your suit
or make it a separate item (just like solar panels) and have a craftable base reactor ...
Search found 17 matches
- Sat Apr 30, 2016 9:27 am
- Forum: Ideas and Suggestions
- Topic: A modest proposal
- Replies: 3
- Views: 1721
- Mon Apr 18, 2016 10:05 pm
- Forum: Resolved Problems and Bugs
- Topic: Error when placing coins in smart check on "tight spot"
- Replies: 5
- Views: 4493
"Tight Spot" Campaign error when all Money is used
This is the same console error observed by this https://forums.factorio.com/viewtopic.php?f=7&t=23731&hilit=tight+spot but with more serious repercussion since it can arise from just regular play trying to complete the level
I managed to get so close finishing on level 3 of the Tight Spot Campaign ...
I managed to get so close finishing on level 3 of the Tight Spot Campaign ...
- Wed Mar 30, 2016 4:59 pm
- Forum: Show your Creations
- Topic: A simple sensor for keeping belts moving
- Replies: 12
- Views: 10307
Re: A simple sensor for keeping belts moving
As the sensor chest fills up activate more of the into-storage inserters. As the sensor chest empties, deactivate the into-storage chest inserters.
Ooh so by having graduated levels of response you could get a more corrected flow to storage rather than flip flopping between storing everything ...
- Tue Mar 29, 2016 10:37 pm
- Forum: Show your Creations
- Topic: A simple sensor for keeping belts moving
- Replies: 12
- Views: 10307
Re: A simple sensor for keeping belts moving
Im glad this discussion helped someone. I won't hesitate to share my next creation ![Razz :P](./images/smilies/icon_razz.gif)
![Razz :P](./images/smilies/icon_razz.gif)
- Tue Mar 29, 2016 9:48 pm
- Forum: Show your Creations
- Topic: A simple sensor for keeping belts moving
- Replies: 12
- Views: 10307
Re: A simple sensor for keeping belts moving
DerivePi:
That's certainly one of doing it with no need for a sensor. Your method however will shove half of you plate and ore into storage during peak demand only to take it back out again which is a little wasteful of energy (would you consider using xknights belt/splitter suggestion mentioned in ...
That's certainly one of doing it with no need for a sensor. Your method however will shove half of you plate and ore into storage during peak demand only to take it back out again which is a little wasteful of energy (would you consider using xknights belt/splitter suggestion mentioned in ...
- Tue Mar 29, 2016 4:51 pm
- Forum: Show your Creations
- Topic: A simple sensor for keeping belts moving
- Replies: 12
- Views: 10307
Re: A simple sensor for keeping belts moving
Thanks for the responses guys. I don't often talk about what I'm doing in factorio so it's nice to get a few different points of view on stuff :)
Have you considered an ->>>>underground belt | slow inserter | smart chest | fast inserter | Underground belt return >>>>>? If the smart chest has more ...
Have you considered an ->>>>underground belt | slow inserter | smart chest | fast inserter | Underground belt return >>>>>? If the smart chest has more ...
- Mon Mar 28, 2016 4:18 am
- Forum: Show your Creations
- Topic: A simple sensor for keeping belts moving
- Replies: 12
- Views: 10307
A simple sensor for keeping belts moving
I just felt a little proud about my smeltery for a moment sitting back admiring it so I thought I'd start breaking it down into bitesize chunks and explain them (showing it off basically :P).
Below is one chunk I call The Blockage Sensor.
It samples the flow of product on a belt and if it detects ...
Below is one chunk I call The Blockage Sensor.
It samples the flow of product on a belt and if it detects ...
- Thu Mar 24, 2016 1:34 am
- Forum: Ideas and Suggestions
- Topic: A more intuitive way to place a wire from 1 object to many
- Replies: 3
- Views: 1896
Re: A more intuitive way to place a wire from 1 object to many
Oh right, thanks for that info ssilk. Factorio team are always a step ahead ![Razz :P](./images/smilies/icon_razz.gif)
![Razz :P](./images/smilies/icon_razz.gif)
- Thu Mar 24, 2016 1:22 am
- Forum: Implemented Suggestions
- Topic: [Suggestion] Train waypoints
- Replies: 14
- Views: 8085
Re: [Suggestion] Train waypoints
After extensively playing around with trains in my current playthrough I can't say I have encountered the problem that the OP states however I am all for the pass through station idea as another tool in the trainset toolbox. So the player can set an toggle on the train route for whether it actually ...
- Thu Mar 24, 2016 12:48 am
- Forum: Ideas and Suggestions
- Topic: A more intuitive way to place a wire from 1 object to many
- Replies: 3
- Views: 1896
A more intuitive way to place a wire from 1 object to many
First off I love the Factorio control scheme as weird as it is. It feels natural to play, for me. All except for wire placement, which feels a little cumbersome.
I assume that for most players it is straight-forward to just run from A to B connecting everything in one go with the wire dragging ...
I assume that for most players it is straight-forward to just run from A to B connecting everything in one go with the wire dragging ...
- Sat Nov 01, 2014 9:19 am
- Forum: Duplicates
- Topic: An invalid placement warning sound is played for all players
- Replies: 1
- Views: 2367
An invalid placement warning sound is played for all players
Simple thing really, when you place any object down where it is an invalid placement (such as a mining drill on top of another mining drill), the other players will hear the warning sound that occurs for the first player
- Sat Nov 01, 2014 9:10 am
- Forum: Resolved Problems and Bugs
- Topic: Possible desync bug with combat
- Replies: 9
- Views: 5623
Re: Possible desync bug with combat
I encountered this playing 2 player Multiplayer (same room), where one was win32 and other was win64. For us it would occur when a player shot a biter or the other player. We both had the same player name (set when you log in for the first time and changed from Options > Other)
For us, the problem ...
For us, the problem ...
- Tue Oct 28, 2014 1:56 pm
- Forum: Ideas and Suggestions
- Topic: Mining and Resource-Harvesting Robots
- Replies: 16
- Views: 9886
Re: Miner Bots
Yeah the bots are still screwed if they encounter bitersssilk wrote:And you mean, that if you do that with bots, they won't do that?
![Razz :-P](./images/smilies/icon_razz.gif)
Maybe one day bots will flee from biters and you might want to send these bots out to dangerous places
- Tue Oct 28, 2014 12:23 am
- Forum: Ideas and Suggestions
- Topic: Mining and Resource-Harvesting Robots
- Replies: 16
- Views: 9886
Re: Miner Bots
I like the idea that you could use the bots to mine the no-mans land between your fortifications and the biter nests. :)
Currently if you were to mine no-mans land with logistics bots, an active provider chest and a mine they would quickly get swarmed with biters as the mine is stationary and ...
Currently if you were to mine no-mans land with logistics bots, an active provider chest and a mine they would quickly get swarmed with biters as the mine is stationary and ...
- Tue Oct 28, 2014 12:07 am
- Forum: Implemented Suggestions
- Topic: Better Display of Resources in the World Map
- Replies: 11
- Views: 8633
Re: Better Display of Resources in the World Map
I have to zoom right in in addition to hunching over my screen and stare intently as though I'm doing I crossword puzzle.
This is what I am talking about :D
I am assuming that means you have some form of colour blindness/deficiency
It's nothing like a missing cone or anything, I just notice ...
This is what I am talking about :D
I am assuming that means you have some form of colour blindness/deficiency
It's nothing like a missing cone or anything, I just notice ...
- Mon Oct 27, 2014 11:42 pm
- Forum: Implemented Suggestions
- Topic: Better Display of Resources in the World Map
- Replies: 11
- Views: 8633
Re: Better Display of Resources in the World Map
Cool, I'm glad it's not just me with this problem!
I hadn't thought about additional ore types from mods, as I haven't tried them yet :P
I can see the filtering option working best too and probably needs the least dev work out of the 3 options, just concerned it wont lend itself to displaying the ...
I hadn't thought about additional ore types from mods, as I haven't tried them yet :P
I can see the filtering option working best too and probably needs the least dev work out of the 3 options, just concerned it wont lend itself to displaying the ...
- Mon Oct 27, 2014 10:10 pm
- Forum: Implemented Suggestions
- Topic: Better Display of Resources in the World Map
- Replies: 11
- Views: 8633
Better Display of Resources in the World Map
First off, greetings Factorio Forum!
Secondly, I would like to put forth my [only] problem with Factorio:
I hate "pixel hunting" in the World Map for resource deposits.
I say hate because it detracts heavily from the almost constant fun of playing Factorio, which to me is investigating ...
Secondly, I would like to put forth my [only] problem with Factorio:
I hate "pixel hunting" in the World Map for resource deposits.
I say hate because it detracts heavily from the almost constant fun of playing Factorio, which to me is investigating ...