Search found 13 matches

by Nel
Thu Apr 12, 2018 9:32 pm
Forum: Ideas and Suggestions
Topic: More mining options please
Replies: 9
Views: 2650

Re: More mining options please

How would plopping down a drone station be different from the current way, plopping down mining drills? If you want to build less outposts, then increasing the resource size and yield is a very good option. Alternatively, the recipes can be modded to reduce the amount of resources needed, which woul...
by Nel
Mon Apr 09, 2018 9:25 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 55022

Re: So... Let's talk about bots, and how to fix them properly...

After pondering this for a while, I have come to the following conclusions: Belts and inserters are a design flaw The issue is not only caused by belt throughput, but also by recipes and assembly machine dimensions No amount of band aid will fix the situation How can one of the core mechanics be a d...
by Nel
Mon Mar 19, 2018 2:00 pm
Forum: Ideas and Requests For Mods
Topic: Ores ideas
Replies: 16
Views: 4646

Re: Ores ideas

(Spoiler: one of them is called "Randomium") Sugestion. Instead of Randomium (Random-ium) try Randonium (Rando-nium) sounds more ore-like. actually, ending with ium as a naming converntion for metals, not ores, so... I dunno. Randomite. See https://en.wikipedia.org/wiki/Ore#Important_ore_...
by Nel
Sat Mar 17, 2018 12:25 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Recycling Mod
Replies: 3
Views: 1387

Re: [Request] Recycling Mod

Technically, this is very easy to implement, even for someone with little programming knowledge, because the beginner modding tutorials cover all that one needs. a) Create the prototype of all waste products you want to have b) Create recipes that take the waste as input and assign them to be crafta...
by Nel
Sat Mar 17, 2018 9:38 am
Forum: General discussion
Topic: Factorio should have DLC.
Replies: 94
Views: 29358

Re: Factorio should have DLC.

darkfrei wrote:
Aeternus wrote:Y'know... next to T-shirts, they should sell hard hats with the Factorio logo on it. Would buy one of those :D
What is hard hat? Helmet?
See https://en.wikipedia.org/wiki/Hard_hat
Basically, the mandatory head protection to wear on a construction site.
by Nel
Wed Mar 14, 2018 9:42 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 55022

Re: So... Let's talk about bots, and how to fix them properly...

Belts and bots are both extremes on the same spectrum, flexibility. Belts are 100% static and player driven, while bots are 100% dynamic and automatically managed by the game. The main points are: The path of each item on a belt is fixed and predetermined by the player, through the placement of spli...
by Nel
Wed Feb 07, 2018 10:41 pm
Forum: Modding discussion
Topic: How to calculate price
Replies: 5
Views: 1971

Re: How to calculate price

From my perspective, it is not very clear what exactly you mean, since the game does not have a "price" mechanic, i.e. there is no "currency" with which all items are evaluated by. Speaking more generally, the price of an item in the normal economy is practically only decided by ...
by Nel
Mon Jan 29, 2018 4:23 pm
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Long distance low capacity item transport mod
Replies: 2
Views: 1123

Re: [REQUEST] Long distance low capacity item transport mod

Do you mean that stuff basically gets teleported from one chest (or whatever sending entity) to another?
by Nel
Tue Jan 09, 2018 2:50 pm
Forum: Won't implement
Topic: new rail categories...
Replies: 14
Views: 6174

Re: new rail categories...

Thank you, but I am aware of these mods. The thing is, that they do not solve the problem at hand. Abstracted away, paletting / boxing is the same as increasing belt speed, all other restrictions of belt (always going, potential contamination) remain.
by Nel
Sun Jan 07, 2018 6:30 pm
Forum: Won't implement
Topic: new rail categories...
Replies: 14
Views: 6174

Re: new rail categories...

Spent a bit of time experimenting if I could mod in a single tile wide railway, but doesn't appear possible when using the standard rail type (even without the rail builder). As the game insists that rail entities are centred in the middle of a 2x2 tile area. Would be nice to have options for a var...
by Nel
Sun Jan 07, 2018 6:22 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 338495

Re: Friday Facts #224 - Bots versus belts

I personally dislike bots, as I think of them as "cheating" because of their property to basically teleport items. At the same time, trying to build something like a Mall without them is incredibly tedious and results in a massive belt spaghetti construction. This is because belts can be c...
by Nel
Mon Dec 04, 2017 10:23 pm
Forum: Won't implement
Topic: new rail categories...
Replies: 14
Views: 6174

Re: new rail categories...

Monorail. I am not sure what exactly you mean. I tried searching, but could only find mod ideas and a request for monorail assets (reskin of regular train / rails), nothing concrete yet. But the way I see it, all these proposals would operate the same way trains do already, i.e. 2x2 base rail, same...
by Nel
Fri Dec 01, 2017 9:06 pm
Forum: Won't implement
Topic: new rail categories...
Replies: 14
Views: 6174

Re: new rail categories...

Any chance rail categories could be re-added? Not likely. If they did, it wouldn't be in any meaningful way. The entire rail system was built under the concept that there exists one rail category and that any rails in the world always interact with each other. Changing that isn't likely unless it h...

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