Search found 98 matches

by Bleda
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...
by Bleda
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...
by Bleda
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Topic: [outdated] Some (maybe) useful tools for factory design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. :)
by Bleda
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. :)
by Bleda
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

krayziez wrote:i just added solars and accumulators. took me 3 hours :)
why don't you use blueprints?
by Bleda
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? :shock: :D
by Bleda
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...
by Bleda
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".
by Bleda
Tue Apr 22, 2014 10:55 pm
Forum: General discussion
Topic: Building Green Science Packs
Replies: 14
Views: 17218

Re: Building Green Science Packs

sure :)
by Bleda
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...
by Bleda
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. :)
by Bleda
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...
by Bleda
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.
by Bleda
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...
by Bleda
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...
by Bleda
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?
by Bleda
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...
by Bleda
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 ...
by Bleda
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 ...
by Bleda
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 ...

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