Search found 26 matches

by Albrat
Mon Dec 18, 2017 7:51 am
Forum: Tools
Topic: Command line belt balancer analyzer
Replies: 14
Views: 42219

Re: Command line belt balancer analyzer

I make one change to this Belt balancer... Just before the 2 output splitters I move it all one extra over and do a mirror of the input side. one in the middle and then the final 2 splitters. I find it balances all belts better than the ones shown here, it also mixes the sides of the belt so input a...
by Albrat
Fri Sep 01, 2017 6:35 am
Forum: Duplicates
Topic: [0.12.29] Starting in the middle of an ocean
Replies: 162
Views: 14953

Re: Perfect Island Start

At least you can move... I spawned once in the water... Dead. ! fastest game of factorio ever!!
by Albrat
Thu Aug 31, 2017 1:02 pm
Forum: Maps and Scenarios
Topic: Map Edit for changing map settings (keep achievements)
Replies: 0
Views: 1681

Map Edit for changing map settings (keep achievements)

I have been playing on a multiuplayer server that we have 5.5 hours invested in for a Livestream (sundays) https://www.twitch.tv/wisp_cosmicguppy Anyway, we started playing and found that we had a save game that is set to peaceful mode on. We wanted to remove the peaceful mode but using comand conso...
by Albrat
Thu Aug 31, 2017 12:18 pm
Forum: Maps and Scenarios
Topic: Island map string
Replies: 4
Views: 2045

Re: Island map string

The string for Zistau states that you need Alien biomes and 15.09 version of factorio for the string to work. Zisteau's Factorio Recursion map string: (Factorio 0.15.9 and Alien Biomes mod required) >>>AAAPAAkAAAABBQcAAAAEAAAAY29hbAEFBQoAAABjb3BwZXItb3Jl AQUFCQAAAGNydWRlLW9pbAMFBQoAAABlbmVteS1iYXNlA...
by Albrat
Sun Jul 09, 2017 10:39 pm
Forum: Videos
Topic: Factorio Lets play series
Replies: 0
Views: 339

Factorio Lets play series

I have been making videos for Factorio for quite a while now. (3 seasons of around 100 + videos per season). I am no where near a milestone in subscribers (currently only 27) but I do videos that cover each second day with a factorio release. I make Software inc videos for the other release day. I r...
by Albrat
Mon May 22, 2017 8:31 am
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 44299

Re: Friday Facts #191 - Gui improvements

The entire tthread so far... tl;dr : But An idea I had about the UI/UX if you are tweaking about with it. I did notice a problem in windowed mode ( hovering over a logistics chest on a large network.) The information screen under the map is now dropping through the bottom of the screen. So basically...
by Albrat
Sun May 14, 2017 9:59 am
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 26102

Re: Friday Facts #189 - Specifying the 1.0

The green tint was perfecly fine; it was easy to see everything and it was a colour based way to tell the day/night cycle. I (and many others, hence the change) disagree with you on that one. I personally just didn't bother with night vision before, as it was so green. Maybe a setting in options, r...
by Albrat
Wed May 10, 2017 6:45 am
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 26102

Re: Friday Facts #189 - Specifying the 1.0

My one big wish for Factorio 1.0 is more ability to automate trains. In an ideal world, I'd like to have networks detect that there's a shortage in transportation resources (too many resources being stockpiled and not enough consumed at other locations would do), and then build additional trains to...
by Albrat
Wed May 10, 2017 6:24 am
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 26102

Re: Friday Facts #189 - Specifying the 1.0

Alot of text removed. :P In your system the bots would still clog. You can't guarantee they won't in all cases. Your condition is 60% used, so you could have the other 40% sitting in that exact roboport you are trying to insert more into. I also don't play the way you play. I don't want to increase...
by Albrat
Mon May 08, 2017 7:49 am
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 26102

Re: Friday Facts #189 - Specifying the 1.0

It would be great to have a slot in roboports or another chest to be able to just release robots into the wild, and a way to call 1 logistics and 1 construction (or a configurable amount) to always land at a roboport and that these robots would still be counted as being active robots in the network...
by Albrat
Sun May 07, 2017 9:57 pm
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 26102

Re: Friday Facts #189 - Specifying the 1.0

I admit now.. I have not read the entire thread. I like the idea of the extended belt distances as you research higher levels of underground belts. (you probably know how many times we have placed the factory and then found a belt is 1 block short of passing under an inserter, assembly machine and i...
by Albrat
Sat Apr 15, 2017 9:16 pm
Forum: News
Topic: Friday Facts #186 - Marathon testing
Replies: 112
Views: 22599

Re: Friday Facts #186 - Marathon testing

Working in a job where i have to code myself, i can totally understand how bug-hunting can be a necessary but time-consuming affair. Many times I will think something will take x time and hunting that elusive bug, OS quirk, rare condition, etc makes it take x*10. It's seems to follow the Pareto-80/...
by Albrat
Wed Mar 15, 2017 7:44 am
Forum: News
Topic: Friday Facts #181 - Calm before the storm
Replies: 77
Views: 16784

Re: Friday Facts #181 - Calm before the storm

Guy ask for key to make a video on youtube or a press review Ok. Guy get the key Ok. Guy didn't do any video or any press review ... desactivate the key and kindly ask him to go f... himself. The problem with this method is cost versus time. The time it would take to do any system like this and che...
by Albrat
Sat Mar 11, 2017 10:13 am
Forum: News
Topic: Friday Facts #181 - Calm before the storm
Replies: 77
Views: 16784

Re: Friday Facts #181 - Calm before the storm

4. Possible Solutions. I'm pretty sure you can't sell or trade away games in your Steam library, so activate the product directly to the appropriate Steam user library. I'm guessing that Valve/Steam don't offer appropriate infrastructure for this, otherwise you would already do this. If you can't d...
by Albrat
Sat Mar 11, 2017 12:53 am
Forum: News
Topic: Friday Facts #181 - Calm before the storm
Replies: 77
Views: 16784

Re: Friday Facts #181 - Calm before the storm

I do not think my Youtube channel is big enough to request a steam Review key. Plus I would rather purchase a copy of Factorio because I love the game. What I would like to do is have access to the early release of 15.x so I could make a pre-release video on the new features. (my current channel onl...
by Albrat
Fri Nov 18, 2016 7:58 am
Forum: Balancing
Topic: Wires should not be consumed
Replies: 10
Views: 1318

Re: Wires should not be consumed

I placed a load of wiring down. Added logistics systems to the poles.. Accidentally shift clicked a power pole. Now this gives me two options :- 1. Craft a wire. Leaving a single wire in my inventory after consumption (argh!!!) . or 2. Dig up the Power pole and quickly drop it down in the same exact...
by Albrat
Sun Nov 13, 2016 11:43 pm
Forum: Balancing
Topic: Biter Mechanics and Rail/Powerlines
Replies: 10
Views: 2864

Re: Biter Mechanics and Rail/Powerlines

My personal Solution to the problem (other than redundant supplies.) is to find where the biters come from and place a couple of walls / laser turrets in their way. Admittedly Do not obstruct their path to the power pole. Just build a defence that lets them walk into the middle of two rows of turret...
by Albrat
Sat Nov 12, 2016 6:44 pm
Forum: Ideas and Suggestions
Topic: Gate / wall and Logistics system
Replies: 2
Views: 419

Re: Gate / wall and Logistics system

Oh... I had been playing with the idea. Trying to add the connections. I had not been able to get the logistics to connect. Just tried again and managed to connect to the side of the gate.

The connection area could do with extending to the entire length of the gate. :)
by Albrat
Fri Nov 11, 2016 12:30 pm
Forum: Ideas and Suggestions
Topic: Gate / wall and Logistics system
Replies: 2
Views: 419

Gate / wall and Logistics system

I would like to suggest adding the Gate state to the logistics system, so that we can read if a gate has been triggered open / closed. My reason for asking for this is so that we could setup a Train network that has gates at the side where players cross. Essentially we put a signal in that reads the...
by Albrat
Mon Nov 07, 2016 3:25 pm
Forum: Balancing
Topic: Biter Mechanics and Rail/Powerlines
Replies: 10
Views: 2864

Re: Biter Mechanics and Rail/Powerlines

The suggestion I would make is to not have a single point of failure in your power system, I always build a backup power supply and loop supply so one tower being destroyed will not disrupt power.

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