Search found 98 matches
- Tue May 13, 2014 5:50 pm
- Forum: Show your Creations
- Topic: New base with a high richness of enemies :)
- Replies: 8
- Views: 7803
Re: New base with a high richness of enemies :)
very nice base! you can either expand or take the challenge of fitting things closer together. believe me, you can fit all science pack production plus modules and capsules inside your current walls. ;) if you choose to expand, remember that biters are attracted by turrets. this means, you can build...
- Tue May 13, 2014 2:07 pm
- Forum: Show your Creations
- Topic: Solar panel factory
- Replies: 14
- Views: 22743
Re: Solar panel factory
wow, this is amazing! When I played the tight spot challenge, with the solar panels, I calculated how many miners, smelters, assemblies etc. you would need to feed one solar panel assembly, and I thought it was beyond crazy. :D So, you did it! And in a very nice way, too. congratulations! I would lo...
- Fri May 09, 2014 9:38 am
- Forum: Archive
- Topic: [outdated] Some (maybe) useful tools for factory design
- Replies: 17
- Views: 34799
Re: Some (maybe) useful tools for factory design
this script would be perfect for the tight spot challenge. I did that with a pen and paper to get my factories balanced, which is actually the point of these missions, rather than using few space.
It would be great to have it read directly from the game files though.
It would be great to have it read directly from the game files though.
- Thu May 08, 2014 5:02 pm
- Forum: Balancing
- Topic: Belts And Underground Belts
- Replies: 8
- Views: 16339
Re: Underground Belts
I always thought that the belts-to-ground should be extended by one tile, so you can under tunnel the refinery and the typical belt-inserter-assembly lines. However, it would be ok to have just the advanced underground belts extending over 5 tiles.
- Mon May 05, 2014 4:18 pm
- Forum: Show your Creations
- Topic: Ready for next update :) 11M copper, 2M iron plate, 6k sci
- Replies: 20
- Views: 16984
Re: Ready for next update :) 11M copper, 2M iron plate, 6k
why don't you use blueprints?krayziez wrote:i just added solars and accumulators. took me 3 hours
- Mon May 05, 2014 4:14 pm
- Forum: Show your Creations
- Topic: Reason why I like Factorio belts
- Replies: 7
- Views: 16934
Re: Reason why I like Factorio belts
looks really nice! but what are you planning to do with a 16 belt highway?
- Sat Apr 26, 2014 4:07 pm
- Forum: Show your Creations
- Topic: My little cracking refinery
- Replies: 4
- Views: 8054
Re: My little cracking refinery
you want to use the oil first for direct use, second for storage and third for cracking. so you have to do a setup like this: Refinery ------ Cracking Plant ----- pump>>> ---- Storage ------ pump>>> ------ Other chemical plants The output from the cracking plant has to enter the pipe of the next oil...
- Wed Apr 23, 2014 11:49 am
- Forum: General discussion
- Topic: Building Green Science Packs
- Replies: 14
- Views: 17218
Re: Building Green Science Packs
the link still doesn't work, it seems.
just upload the image as an attachment to the forum. below the textfield there's a button "upload attachment".
just upload the image as an attachment to the forum. below the textfield there's a button "upload attachment".
- Tue Apr 22, 2014 10:55 pm
- Forum: General discussion
- Topic: Building Green Science Packs
- Replies: 14
- Views: 17218
- Tue Apr 22, 2014 7:39 pm
- Forum: General discussion
- Topic: Building Green Science Packs
- Replies: 14
- Views: 17218
Re: Building Green Science Packs
I made a very compact layout that outputs one of each, red and green, every two seconds. You can upgrade the assembly lines to double the output. This should be enough for your research. You can add a couple of storage chests for buffering, so if you don't do any research or don't use green packs, p...
- Tue Apr 22, 2014 6:04 pm
- Forum: Ideas and Suggestions
- Topic: Probably in here somewhere...
- Replies: 1
- Views: 1197
Re: Probably in here somewhere...
nice design. however, one tier 3 or 2 tier 1 circuit factories should be enough for this. maybe you can make this even more compact.
I think everybody here agrees on that there should be a way of sharing blueprints and the devs know it. but it's never bad to remind them.
I think everybody here agrees on that there should be a way of sharing blueprints and the devs know it. but it's never bad to remind them.
- Tue Apr 22, 2014 5:54 pm
- Forum: Ideas and Suggestions
- Topic: Conveyor Belt Router
- Replies: 52
- Views: 18075
Re: Conveyor Belt Router
@Silkk: Since I found out about the belt-to-ground trick, I'm using it all the time. It's very useful for large belt-based factories. Of course, if you switch to logistic robots as soon as you can, you don't need any expansions to the belt system. But some people just prefer belts to robots, because...
- Sat Apr 19, 2014 11:22 am
- Forum: Show your Creations
- Topic: Tightspot #5
- Replies: 4
- Views: 7658
Re: Tightspot #5
sure
I think that if you reduce the price for each science pack to 150 instead of 1500, the hardcore mode would have a reasonable difficulty.
I think that if you reduce the price for each science pack to 150 instead of 1500, the hardcore mode would have a reasonable difficulty.
- Fri Apr 18, 2014 1:04 pm
- Forum: Show your Creations
- Topic: Tightspot #5
- Replies: 4
- Views: 7658
Tightspot #5
I just finished the last level of the tight spot campaign. Instead of the required 15000$ (difficulty: hardcore) I got 154358$, so more than ten times as much. :D I have two assembly lines for blue science that run both most of the time. Production is pretty well balanced, apart from a slight overpr...
- Sun Apr 13, 2014 3:50 pm
- Forum: Modding help
- Topic: require scripts from other mods
- Replies: 2
- Views: 1109
Re: require scripts from other mods
yes, that was my thought too. That's why I wanted to not include the scripts. However, I don't know if I will ever publish something, so for the time being I can just copy the files.
Or maybe somebody else knows a way...
Or maybe somebody else knows a way...
- Sun Apr 13, 2014 12:05 pm
- Forum: Modding help
- Topic: require scripts from other mods
- Replies: 2
- Views: 1109
require scripts from other mods
hi
I was trying to make a custom tight-spot map. Is there a way to require/link the scripts and locales from the tightspot mod from my control.lua? Can I define some kind of dependency?
I was trying to make a custom tight-spot map. Is there a way to require/link the scripts and locales from the tightspot mod from my control.lua? Can I define some kind of dependency?
- Sat Apr 12, 2014 12:06 pm
- Forum: Balancing
- Topic: solar panel production speed
- Replies: 12
- Views: 20070
solar panel production speed
I'm playing the new tight spot campaign and I noticed that the production time for solar panels is very fast. Let me make an example: production time for a solar panel is 0.5s you need at least an assembly line 2 to produce them, so every 0.5 / 0.75 = 0.666667 seconds, a panel can be produced in jus...
- Tue Apr 01, 2014 2:33 pm
- Forum: Implemented Suggestions
- Topic: Personal construction bot
- Replies: 3
- Views: 2902
Personal construction bot
The blueprints are an amazing feature, but I just use them in my home base, because that's where the roboports and the provider chests with the needed materials are. However, it would be cool if I could use them also in small outposts. For now, I need to bring a roboport, the robots, chests and all ...
- Tue Apr 01, 2014 2:08 pm
- Forum: Ideas and Suggestions
- Topic: ideas on medium and ep ic updates
- Replies: 8
- Views: 3833
Re: ideas on medium and epic updates
About the tower creeping: I don't like the solution you (kovarex) propose. It would be more natural to tweak the biter AI in a way that makes laser turrets useless for attack. for example: Biters stop following the player if they get close to a turret and their home base is still near. This way you ...
- Wed Feb 26, 2014 3:17 pm
- Forum: Ideas and Suggestions
- Topic: the parallel pipes problem
- Replies: 10
- Views: 5508
the parallel pipes problem
Hi there I was thinking of a simple solution to the problem with the pipes sticking to each other, making it impossible to have two parallel pipes without using tunnels all the time. I don't like the idea of having lots of different pipe elements, like curves and T-crossings, because that makes the ...