Search found 124 matches
- 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...
- 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...
- 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...
- 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...
- 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. 

- 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...
- 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 ...
- 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...
- 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...
- 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. ...
- 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...
- 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 ...
- 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...
- 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...
- 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.
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.
- 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 ...
- 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...
- 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...
- 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...
- 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 
