Search found 124 matches

by gGeorg
Fri Jan 15, 2021 2:07 pm
Forum: Releases
Topic: Version 1.1.9
Replies: 20
Views: 6392

Re: Version 1.1.9

Added smart belt dragging option that unlocks 2 fundamental features for belt building and is enabled by default: 1) Rotating while belt dragging can be used to build belt segments faster. 2) Automatic underground belt placement when obstacle is encountered. Oh my I have asked / recomended this few...
by gGeorg
Sun Dec 20, 2020 9:29 am
Forum: Off topic
Topic: ""Factorio 2""
Replies: 73
Views: 3458

Re: ""Factorio 2""

There is riftbraker which is 3D raytraced Factorio full of features, action and new technologyies. https://youtu.be/pn-6W7p1ERY?t=1075 I think wube can reuse their engine, add some more to make it a 2,5D by adding 3D models of players, cars, creatures. Similar style (2,5D) used for example Pilars of...
by gGeorg
Tue Dec 08, 2020 10:18 pm
Forum: Show your Creations
Topic: empty bucket on trigger (based on shishi-odoshi)
Replies: 6
Views: 646

Re: empty bucket on trigger (based on shishi-odoshi)

all my five steam train would rush to same outpost and that game had around 40 outposts / 260ish trains. now you say deliver steam? You see problem one : many . Well, it is possible to transform to one to one. Make a buffer on outpost, like 8 steam tanks. Then set one train per outpost to wait unti...
by gGeorg
Sun Dec 06, 2020 1:14 pm
Forum: Railway Setups
Topic: Water Supply
Replies: 6
Views: 1223

Re: Water Supply

Style and attention to beauty of design 10/10 UPS friendly - 1/10 Thrutput - 6/10 Some ideas for improvement: The train signals are messed up. General rule of thumb, before cross chain - after cross block signal. Fluids goes slower when tank is emptiing, for fastest flush you rather make a buffer of...
by gGeorg
Sat Dec 05, 2020 8:08 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: [1.0] late game beacon&module based 500/min science tight box build
Replies: 1
Views: 521

Re: [1.0] late game beacon&module based 500/min science tight box build

this is great. Create megabase by trains N:N is now possible, so use these cells to plop down and multiply up to your PC can handle. :D
by gGeorg
Sun Nov 29, 2020 1:49 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: AWD (Auto Wall Defence) by NAD4X4 - Updated 27/11/2020 V6.1
Replies: 7
Views: 5907

Re: AWD (Auto Wall Defence) by NAD4X4 - Updated 27/11/2020 V6.1

Looks nice, however when it comes into battle here: - wall is touching mg turret, it means spitters hit wall and turret by one spit - one square gap is needed - feeding mg turret rather with long hand inserter for the same reason as above - dual-triple wall has lower durability than a maze type wall...
by gGeorg
Sun Nov 29, 2020 10:58 am
Forum: Releases
Topic: Version 1.1.2
Replies: 24
Views: 11104

Re: Version 1.1.2

It doesn't change total size of textures allocated, Oh, I see. Then Option name is confusing, it sayz : "Atlas texture size." it changes how many atlases there will be in the end. Tooltip attempts to explain the setting and it's there purely to workaround low FPS issues if needed. Then Option name ...
by gGeorg
Sun Nov 29, 2020 10:18 am
Forum: Releases
Topic: Version 1.1.2
Replies: 24
Views: 11104

Re: Version 1.1.2

Menu option Atlas texture size - there is number to set 2048/4096/max. However no units. It is measured in litres, kilometres or what? No clue given. What difference would it make? Lets assume my Video card has memory of 3GB. Is size of atlas of number 2048 lower or higher than my memory, can it fi...
by gGeorg
Sun Nov 29, 2020 9:06 am
Forum: Releases
Topic: Version 1.1.2
Replies: 24
Views: 11104

Re: Version 1.1.2

Feedback on 1.1. UI - the unified UI of entities is bigger and takes a lot of space. It looks provisional. 1.0 UI is compact looks better and more finished. I can understand you want to use new simulation viewport whenever possible, but make it compact please. The new menu background simulation is f...
by gGeorg
Thu Nov 26, 2020 11:14 pm
Forum: General discussion
Topic: Anyone use barrels?
Replies: 62
Views: 3920

Re: Anyone use barrels?

Has anyone found cases where barrels are a better choice than fluid train cars? I made a service train, which make deliveries to support defence wall. I wanted smallest train possible, so instead of whole tank wagon dedicated to light oil for flamers, I make barels and fill only part of the wagon. ...
by gGeorg
Tue Nov 24, 2020 11:42 pm
Forum: Show your Creations
Topic: empty bucket on trigger (based on shishi-odoshi)
Replies: 6
Views: 646

Re: empty bucket on trigger (based on shishi-odoshi)

But for OP it is clearly defined beyond the scope. Fact is that nuclear fuel cells are the most dense way of transporting energy. And steam trains require a "somewhat" solid rail network and "a bit" of capacity from it. You need water. As long as 1 unit of water transform into 1 unit of steam, is b...
by gGeorg
Tue Nov 24, 2020 11:25 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 214
Views: 34721

Re: Version 1.1.0

About the movment of the armor/ammo window to the left. The reasons are simple: 1) We needed more space for it now, as it can show both the player and the vehicle and there are shortcuts + alert on the right side already 2) It adds more space for the right panel tooltip info The change is slightly ...
by gGeorg
Tue Nov 24, 2020 11:10 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 214
Views: 34721

Re: Version 1.1.0

One wish you could add to the awesomenes. When make Shift+click queue command for Spidy allow waypoint snap to any previous waypoint of the current queue. That way it makes queue infinite (self repeating). e.g. Patrol route is born. I'm super thrilled about the Spidertron waypoints, and i love your...
by gGeorg
Tue Nov 24, 2020 10:58 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 214
Views: 34721

Re: Version 1.1.0

One wish you could add to the awesomenes. When make Shift+click queue command for Spidy allow waypoint snap to any previous waypoint of the current queue. That way it makes queue infinite (self repeating). e.g. Patrol route is born. You mean "spidertron patrol mode"? https://forums.factorio.com/vie...
by gGeorg
Tue Nov 24, 2020 5:46 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 214
Views: 34721

Re: Version 1.1.0

One wish you could add to the awesomenes.

When make Shift+click queue command for Spidy allow waypoint snap to any previous waypoint of the current queue. That way it makes queue infinite (self repeating). e.g. Patrol route is born.
by gGeorg
Tue Nov 24, 2020 10:10 am
Forum: Releases
Topic: Version 1.1.0
Replies: 214
Views: 34721

Re: Version 1.1.0

Spidertron remotes now allow to add queue commands and a command to follow any entity. You mean Spidey can fallow a train? Like an armed bodyguard .... hmmm. Or myself, hmmm. Could spidey fallow an empty barrel on the belt? hh, need to test. Why was the Rocket silo stats GUI removed? How do we now ...
by gGeorg
Sun Nov 22, 2020 9:08 am
Forum: Show your Creations
Topic: empty bucket on trigger (based on shishi-odoshi)
Replies: 6
Views: 646

Re: empty bucket on trigger (based on shishi-odoshi)

Deliver hot steam from the main nuclear plant is most efficient way how to deliver energy to a distant outpost. Dont understand why you can not. Anyway, there is far simple solution to the probelm you created for yourself. Enable station only when needed. Set enable Station signal when Used fuell ce...
by gGeorg
Sat Nov 14, 2020 3:02 am
Forum: Energy Production
Topic: (Yet another) Nuclear Cloverleaf, 4R/480MW - belt/bot compatible, auto-feed, lossless, failsafe (Batteries not included)
Replies: 17
Views: 3082

Re: (Yet another) Nuclear Cloverleaf, 4R/480MW - belt/bot compatible, auto-feed, lossless, failsafe (Batteries not inclu

I know, but then it's not a pure nuclear build, and wouldn't be compatible with the "Steam all the way" achievement. Adding a solar backup is a pretty trivial exercise, so I figure I'd assume it unwanted, and leave it to the end-user to tack one on at runtime if desired. I never thought of the blac...
by gGeorg
Sat Nov 14, 2020 1:11 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 44127

Re: Friday Facts #363 - 1.1 is getting close

Logistics taking 1/3 and middle of the Interface is awkward, even more if you're playing without logistics, then it is super awkward. Logistics probably would be much better on the left side, Inventory in middle and Crafting on the right side. Yes. Inventory is the charater. So it is the middle. Pe...
by gGeorg
Sat Nov 14, 2020 1:07 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 44127

Re: Friday Facts #363 - 1.1 is getting close

One nitpick, when improvin belt build. Make it so, with Alt key, it holds the belt orientation even when change line. e.g. instead of setting lef-right orientation (by R key) you rather press Alt and paint the whole belt by one mouse move. Include zig-zag. So it supports nice spaghetti builds :D

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