Search found 23 matches

by Cellidor
Fri Sep 15, 2023 7:07 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 297156

Re: Friday Facts #375 - Quality

Mirroring others, the only big change needed would be the naming scheme. The best one I'd heard of so far was to avoid different names altogether and just go with simple numbers. Something like "Tier I-V", or "Quality I-V" (Q1-Q5). Keeps it clean, completely unambiguous as to which is better or not ...
by Cellidor
Sat May 13, 2017 9:41 am
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 88133

Re: Friday Facts #183 - Aiming for the release date

To be honest, I wish the idea for "Simple" recipes would have been kept! I really liked them when I'd heard because of the idea of "Hey, here's a mode for if you want to try and complete a play through in less time", or potentially adding a new category for people who do speed-runs (I still remember ...
by Cellidor
Sat May 13, 2017 9:19 am
Forum: News
Topic: Friday Facts #187 - Space science & 0.15 graphics
Replies: 362
Views: 185649

Re: Friday Facts #187 - Space science & 0.15 graphics

Regarding icon changes and updates, I've always wondered when there'll be a change for the icon for the "discharge defense". It looks very strange and out of place seeing this flat 2-D picture of a lighting bolt when everything else has some kind of fancy 3-D or depth-filled picture. At least, that ...
by Cellidor
Wed May 10, 2017 5:52 am
Forum: News
Topic: Friday Facts #167 - Reactors Operational
Replies: 120
Views: 72991

Re: Friday Facts #167 - Reactors Operational

I wish I'd been here sooner to say something, but...as nice as the broken rails look, don't they go counter to the lore of the game? Isn't this whole planet meant to be some new place to be colonized by humans? Why would there already be signs of advanced life on a planet like this? If there were ...
by Cellidor
Wed Nov 16, 2016 8:06 am
Forum: Ideas and Suggestions
Topic: "FactoriMMO": Large-Scale Multiplayer Add-Ons: Factions/Trading/Etc.
Replies: 5
Views: 4635

Re: "FactoriMMO": Large-Scale Multiplayer Add-Ons: Factions/Trading/Etc.

I was thinking more "trap them in a pen and then unleash them upon my unwary enemies."

But ya, you're right about them breaking out. You'd need a way to repair the walls automatically, without stupid bots flying over the pen....hm...

Maybe a stationary repair arm? Made from a couple of inserters ...
by Cellidor
Tue Nov 15, 2016 7:41 am
Forum: Ideas and Suggestions
Topic: "FactoriMMO": Large-Scale Multiplayer Add-Ons: Factions/Trading/Etc.
Replies: 5
Views: 4635

Re: "FactoriMMO": Large-Scale Multiplayer Add-Ons: Factions/Trading/Etc.

Sounds nice.
Although I'd prefer a checkbox method. "Attack hostiles", "Attack neutrals", "Attack Aliens" and the like.

Also you'll probably want something for Gates as well. "Open for friendlies", "Open for neutral", etc etc.
If there's an "Open for aliens" option, that would allow us to use the ...
by Cellidor
Sun Nov 13, 2016 6:32 pm
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 145656

Re: Friday Facts #164 - Nuclear power

When looking into different kinds of nuclear (and even fusion) reactions, I came across some interesting ideas:

Regarding Thorium reactors: https://www.youtube.com/watch?v=nYxlpeJEKmw

Regarding Fusion reactors: https://www.youtube.com/watch?v=mZsaaturR6E

If nothing else, they certainly bring to ...
by Cellidor
Sun Nov 13, 2016 7:51 am
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 145656

Re: Friday Facts #164 - Nuclear power

Again part of the "no explosions" party here in regards to nuclear power. As for "consequences to improper setup", Having a gradually worsening penalty for bad setups would be great, as it would give players time to react. What I figure would be an interesting idea would be if the plant had its own ...
by Cellidor
Fri Nov 11, 2016 10:44 am
Forum: Ideas and Suggestions
Topic: "FactoriMMO": Large-Scale Multiplayer Add-Ons: Factions/Trading/Etc.
Replies: 5
Views: 4635

"FactoriMMO": Large-Scale Multiplayer Add-Ons: Factions/Trading/Etc.

TL:DR A collection of various additions that could transform the current multiplayer free-for-all into a "world" of different player factions.

I'd been looking at those recent videos of multiplayer sessions with 400+ players, and it got me thinking about how to make something already so great even ...
by Cellidor
Fri Jul 22, 2016 7:49 pm
Forum: Not a bug
Topic: [Pending] Inserters do not pull items from cargo trains into assembly machines
Replies: 4
Views: 2771

Re: [Pending] Inserters do not pull items from cargo trains into assembly machines

Each cargo wagon only had 30 barrels inserted as this was an initial oil-rig setup.
The assembly machines were each empty save for the incoming crude oil to be barreled.
The set-up as it were worked only if I had a container to the side feeding empty barrels via inserter into the assembly machines ...
by Cellidor
Tue Jul 19, 2016 12:03 am
Forum: Not a bug
Topic: [Pending] Inserters do not pull items from cargo trains into assembly machines
Replies: 4
Views: 2771

Re: Inserters do not pull items from cargo trains into assembly machines

So I had changed changed the set-up so that the rails were set two tiles higher, and instead made it pass so that it went filter-inserter placing empty barrel on ground, then fast inserter into assembly, which worked.

However, when changing the set-up back to the original like pictured above so I ...
by Cellidor
Mon Jul 18, 2016 10:59 pm
Forum: Not a bug
Topic: [Pending] Inserters do not pull items from cargo trains into assembly machines
Replies: 4
Views: 2771

[Pending] Inserters do not pull items from cargo trains into assembly machines

I'm trying to set up an efficient oil rig via train where inserters grab empty barrels from the train, fill them in assembly plants, then toss the full barrels back onto the train, only they don't seem to like grabbing anything needed for an assembly machine from said train.

I'm running on version ...
by Cellidor
Sat Feb 01, 2014 7:59 am
Forum: General discussion
Topic: Question on Modular Armor
Replies: 7
Views: 8271

Re: Question on Modular Armor

Shields? Laser defense? Bah. I find there's nothing a good jog can't solve!

http://i710.photobucket.com/albums/ww110/cellidor/Speed_zps13cb5327.png~original

Nothing like a stiff breeze at your back!

It's also amusing as this setup makes you go -so- much faster than your destroyers, that if you ...
by Cellidor
Sat Feb 01, 2014 7:52 am
Forum: General discussion
Topic: to Devs. I'll make it short
Replies: 9
Views: 7690

Re: to Devs. I'll make it short

One thing I really like about factorio is that it's something really new. I can't even describe it with examples. Even dwarf fortress can described as 3D dungeon keeper spiritual successor - no such description for factorio.
Minecraftish gathering and placement, diablo style camera, unique factory ...
by Cellidor
Sat Feb 01, 2014 7:49 am
Forum: General discussion
Topic: Just clearing the weeds, really.
Replies: 1
Views: 3569

Just clearing the weeds, really.

You ever get that feeling you're less a mighty space captain braving the dangers of an alien world, and moreso a galactic janitor weeding with lasers? Because I sometimes do. I sometimes do a lot.

http://i710.photobucket.com/albums/ww110/cellidor/Mobs_zpsc7d4baca.png~original

Life ain't easy for ...
by Cellidor
Sat Feb 01, 2014 4:04 am
Forum: General discussion
Topic: Getting the most steam possible
Replies: 9
Views: 10142

Re: Getting the most steam possible

Cellidor wrote: Oh I know, I'm going to be mining out the iron behind it before I cover it up though.
Err no you need more boilers (burners) not steam engines.[/quote]

Ahhh, I misunderstood.
by Cellidor
Sat Feb 01, 2014 1:24 am
Forum: General discussion
Topic: Getting the most steam possible
Replies: 9
Views: 10142

Re: Getting the most steam possible

Garm wrote:You need at least 7 boilers for 5 turbines to have 100% efficiency
Oh I know, I'm going to be mining out the iron behind it before I cover it up though.
by Cellidor
Fri Jan 31, 2014 6:02 pm
Forum: General discussion
Topic: Getting the most steam possible
Replies: 9
Views: 10142

Re: Getting the most steam possible

Hey guys, thanks very much for the input! I'll have to give a good look into all of these if I want to try and get 100% efficiency going (though I know there's apparently going to be a big re-haul of the water networks in a future update).

This here probably isn't the most efficient set-up, but hey ...
by Cellidor
Wed Jan 29, 2014 4:34 am
Forum: General discussion
Topic: Getting the most steam possible
Replies: 9
Views: 10142

Getting the most steam possible

So I'm wondering, not getting into the fine details of how steam engines work, what have been people's most successful and efficient setups for steam engines?

I've noticed that connecting multiple pumps to one line seems to allow more steam engines in a row to be filled, but there are always issues ...
by Cellidor
Wed Jan 29, 2014 4:31 am
Forum: General discussion
Topic: Pirating Factorio
Replies: 222
Views: 136655

Re: Pirating Factorio

It's interesting, I saw some comments mentioning how little the Demo had within it, but frankly, I think that's more a personal opinion.

I, for one, ended up buying the game hardly half an hour after trying the demo. What it lacked made me want the full experience all the more!

Go to advanced search