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: 1763
- 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: 4643
"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: 10615
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: 10615
Re: A simple sensor for keeping belts moving
Im glad this discussion helped someone. I won't hesitate to share my next creation 

- Tue Mar 29, 2016 9:48 pm
- Forum: Show your Creations
- Topic: A simple sensor for keeping belts moving
- Replies: 12
- Views: 10615
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: 10615
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: 10615
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: 1951
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 

- Thu Mar 24, 2016 1:22 am
- Forum: Implemented Suggestions
- Topic: [Suggestion] Train waypoints
- Replies: 14
- Views: 8358
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: 1951
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: 2394
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: 5779
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: 10251
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?

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: 10251
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: 8996
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: 8996
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: 8996
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 ...