Search found 171 matches
- Sun Jul 14, 2024 12:13 pm
- Forum: News
- Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
- Replies: 119
- Views: 22728
Re: Friday Facts #419 - Display Panel & Inserter pickup fixes
I do not doubt the functionally of the display, but the model of the unprotected display tube makes me wonder: While it emphasizes the roundness of the CRT, so does it ephasize the fragilty. In space/factory environment it could really benefit protection from a ruggedized design with a bezel and cas...
- Fri Nov 24, 2023 7:19 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 37169
Re: Friday Facts #386 - Vulcanus
This indeed opens up the idea of adopting the logistic challenge of routing lava on a single z level for a magma forge factory. I guess the hinted mystery machine evolves around the hassle of shipping space ice, without melting in your pockets, to Vulcanus vulcans, in order to yield the maximum reac...
- Fri Aug 18, 2023 4:25 pm
- Forum: General discussion
- Topic: Shadow angle, Medium power poles
- Replies: 5
- Views: 2073
Re: Shadow angle, Medium power poles
The angled design is based on the original medium pole from factorio 0.4. As described in fff-195 the diagonal pole it was a experiment for see-trough visibility. The new design ended in a blend in between of a vertical and a diagonal pole without the extra support beam. It seem to be a implementati...
- Mon Apr 10, 2023 5:12 pm
- Forum: Combinator Creations
- Topic: Tetris... in Factorio?
- Replies: 50
- Views: 55535
Re: Tetris... in Factorio?
Slightly unrelated, but surprisingly no mention yet in this thread. There is a 2019 (0.17) multiplayer scenario where you build your factory on a game of tetris. https://github.com/Refactorio/RedMew Land tiles in the form of tetrominoes are generated when the player chooses to. but only some of the ...
Re: ChatGPT
It surely is not an answer machine, exactly how Koub described it, but it does prove it's indexing came a long way, sometimes exact and surprising to a point that gets uncomfortable. Puzzle solving AI's (playing monopoly or running hordes) did make me wonder about AI capabilities of reading/writing ...
- Fri Jan 27, 2023 9:34 pm
- Forum: Off topic
- Topic: [photos] Factorio in real life
- Replies: 152
- Views: 320423
- Sun Sep 18, 2022 12:44 pm
- Forum: Ideas and Suggestions
- Topic: Flip Dot Display Pixels
- Replies: 17
- Views: 3724
Re: Flip Dot Display Pixels
Using the signal overlay in mapview, a display can be viewed in het mapview. map display2.jpg bp_mapdisplay.txt Similar the Wires overlay can show power-switch states on the first cable segment connected to them. With a little creativity and enough patience, diagonals can be made for more complex sh...
- Sat Sep 17, 2022 2:05 pm
- Forum: Ideas and Suggestions
- Topic: Flip Dot Display Pixels
- Replies: 17
- Views: 3724
Re: Flip Dot Display Pixels
gates.png The closest vanilla gets are gates. Gates can be controlled like lamps in displays and have the benefit of nice sliding sounds. They have no color, nor they show up on the minimap. Power switches and signals are basically the only vanilla entities that can be used for map-view readable di...
- Sat Sep 17, 2022 1:21 pm
- Forum: General discussion
- Topic: Factorio confessions
- Replies: 34
- Views: 12196
Re: Factorio confessions
I never forget the ban appeal for accidentally triggering a nuclear rocket inside the factory, the moment i was promoted to regular on a community server.
- Mon Mar 28, 2022 2:47 pm
- Forum: Combinator Creations
- Topic: Empty mining outpost alarm
- Replies: 7
- Views: 7061
Re: Empty mining outpost alarm
Nothing wrong with advanced complex solutions, but wouldn't it be more simple to wire miners to the circuit network? Instead of hooking up the entire patch of miners, find the most central miner in the patch with the highest ore amount, and read that ore value with combinators to translate it to a s...
- Sat Feb 26, 2022 1:48 pm
- Forum: News
- Topic: Friday Facts #368 - Steam deck, Ghost bugs, Docs improvements
- Replies: 30
- Views: 19186
Re: Friday Facts #368 - Steam deck, Ghost bugs, Docs improvements
personalscheme.png I wonder how the input will compare with the Steam controller. I find Factorio pretty playable on the couch, but i like to keep my keyboard around for lesser used buttons like flip/mirror, text input and +-. Those could be integrated in the controller scheme (especially with the ...
- Sat Oct 23, 2021 2:20 pm
- Forum: Gameplay Help
- Topic: Kovarex in a row anyone?
- Replies: 56
- Views: 16471
Re: Kovarex in a row anyone?
On a random multiplayer server i once met user FuzzyOne, which had designed a marvelous set of cascading centrifuges: It takes U238 from outside, but the U235 is passed on to the next centrifuge until it reaches the last centrifuge which outputs the U235 to the loginet. The thing takes its time to b...
- Thu Oct 21, 2021 3:35 pm
- Forum: Combinator Creations
- Topic: Nano factory with push down automata
- Replies: 15
- Views: 31252
Re: Nano factory with push down automata
The way i tackled the fluid mixing was by using barrels. The crafting combinator can be configured to remove fluids from the connected pipe, thereby automate switching the fluid input. This required a extra barrel assemblers (disqualifying the run somehow). Pics are all version 0.17 btw, the factory...
- Sat Oct 02, 2021 5:38 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Compilatron Construction Companion
- Replies: 4
- Views: 2187
Re: [Request] Compilatron Construction Companion
https://mods.factorio.com/mod/compilatron-vehicle-tuned A mid game driveable Compilatron vehicle has just released on the mod portal. Not exactly what you are looking for, as it was designed to fit in the mid game as crawler and explorer. Early game there is only the (forked) construction drones mod...
- Sun Sep 26, 2021 9:07 pm
- Forum: Gameplay Help
- Topic: My desperate attempts to clear land
- Replies: 9
- Views: 3832
Re: My desperate attempts to clear land
It depends on the map if there are useful chokepoints. When those are not an option use landfill and spiral out a track around your base, making rings, and let them attack (semi) perpendicular to the track, always. Your power lines idealy get supplied from 2 sides, avoiding dead ends besides when bu...
- Mon May 10, 2021 7:46 pm
- Forum: Gameplay Help
- Topic: loading robots in port via train (help needed)
- Replies: 4
- Views: 2323
Re: loading robots in port via train (help needed)
As already described, a single wired roboport can be set to "read robot statistics" to read the amount of (available) bots in the entire network. When applied the port sends out signals on the wire which can be used to limit both inserters for logibots (enable inserter when signal Y<100) a...
- Mon Apr 12, 2021 5:06 am
- Forum: General discussion
- Topic: How is "SPM" measured?
- Replies: 32
- Views: 23639
Re: How is "SPM" measured?
In minecraft "survival" and "creative" made a good distinction between the two I think. "Deathworld" is a good Factorio description which describes a set of map parameters. I like the distinction between survival, and creative. the A x B SPM seem to be a good way of de...
- Sun Apr 11, 2021 6:24 pm
- Forum: General discussion
- Topic: How is "SPM" measured?
- Replies: 32
- Views: 23639
Re: How is "SPM" measured?
The catagorisation for all different options in editor usage isn't practical i guess. The best we can do is describing the game settings and used editor functions if you want inform your audience in a complete matter when presenting a build, if it's relevant to the content (is the builder showing a ...
- Fri Apr 02, 2021 12:05 pm
- Forum: General discussion
- Topic: How is "SPM" measured?
- Replies: 32
- Views: 23639
Re: How is "SPM" measured?
I would like a standardized catagorisation, like how it is done with speedruns, to specify certain standard requirements. It shouldn't dictate a single way of playing, since Factorio is a sandbox game, which is enjoyed in many ways. World settings are noteworthy for their respective credit, SPM howe...
- Tue Mar 30, 2021 7:48 pm
- Forum: General discussion
- Topic: Bigger chests?
- Replies: 9
- Views: 4371
Re: Bigger chests?
Yes it is huge. To simulate bigger capacity. Lategame a array of yellow storage chests would be much more compact.