Search found 68 matches

by Sir Nick
Tue Mar 04, 2014 3:46 pm
Forum: Ideas and Suggestions
Topic: Autoplacing of blueprints
Replies: 4
Views: 3412

Re: Autoplacing of blueprints

Maybe have a "flatbed truck"-type vehicle for this kind of platform? And maybe a train wagon along the same lines. Though I'd imagine there would be a need for a "crane" building or vehicle that would unload these two.
by Sir Nick
Tue Mar 04, 2014 1:02 am
Forum: Balancing
Topic: Engine unit
Replies: 26
Views: 20092

Re: Engine unit

From my point of view, that should be somewhat shifted: No need for seperate cars for each tier. One car is enough. (Assuming car = wagon) Steam locomotive as suggested is fine. One addition that may be required here is a tender with an inserter that has a larger inventory than a train and thus is a...
by Sir Nick
Tue Mar 04, 2014 12:50 am
Forum: Balancing
Topic: Intermediate fluids as items
Replies: 22
Views: 20911

Re: Intermediate fluids as items

AM2,3 don't have pipe outputs. As posted by slpwnd, This would be used for recipes like: barrel loading / unloading, electric engine units, etc. Thus AMs WILL require pipe outputs, if they are to unload barrels. Chem plants process chemicals. Assembling machines assemble things, some of which requi...
by Sir Nick
Tue Mar 04, 2014 12:38 am
Forum: Ideas and Suggestions
Topic: Long pipes
Replies: 10
Views: 3970

Re: Long pipes

Why limit yourself with "only straight"? All in all, this concept looks remarkably close to a pipeline picture I posted a while ago. For simplicitiy's sake I'd repost it here: http://d3bg49arpeqe3t.cloudfront.net/wp-content/uploads/2014/01/New-Report-Will-Potentially-Greenlight-Oil-Pipelin...
by Sir Nick
Mon Mar 03, 2014 12:27 am
Forum: Show your Creations
Topic: Factorio 0.9.1 Optimization Guide
Replies: 23
Views: 18483

Re: Factorio 0.9.1 Optimization Guide

Interesting concept, but you focus on outputting the entire mining operation's ore on a single belt lane supposedly going into the furnaces. Don't you think that you may have issues with that? For example, suppose the belt capacity is not reached and your ore is happily chugging along. However, if y...
by Sir Nick
Mon Mar 03, 2014 12:17 am
Forum: Show your Creations
Topic: Fast Discharge Ore Factory
Replies: 15
Views: 16554

Re: Fast Discharge Ore Factory

OP: That desing is extremely NOT scalable. Even an express belt has a limited throughput, and your factory will sooner or later reach it. Doing it parallel instead of consecutive might be better, but then you run into splitting ussues. In lategame I use a bot-powered setup: four furnaces fed by a si...
by Sir Nick
Mon Mar 03, 2014 12:07 am
Forum: Show your Creations
Topic: Really -- The best use for light oil.
Replies: 10
Views: 29235

Re: Really -- The best use for light oil.

but as i tested even if i crack light oil into gas petroleum i still have an overproduction of oil. the problem is to upkeep plastic and sulfur i need petroleum gas , as much as possible. but producing petroleum gas i get more light oil. Either I am getting something wrong, or you are doing the wro...
by Sir Nick
Sun Mar 02, 2014 11:57 pm
Forum: Balancing
Topic: Intermediate fluids as items
Replies: 22
Views: 20911

Re: Intermediate fluids as items

Alternatively, let assembling machines connect to pipes. That is the plan for new assembling machine 2 and 3. Not sure when it is coming, but it is. This would be used for recipes like: barrel loading / unloading, electric engine units, etc. And then what will the difference be between chemplant an...
by Sir Nick
Sun Mar 02, 2014 11:47 pm
Forum: Ideas and Suggestions
Topic: Steel Furnaces
Replies: 20
Views: 7657

Re: Steel Furnaces

I mostly use electric furnaces and almost always skip steels. I tend to aggregate my smelting in small clusters, so that I have a large output without having to use fast belts, and the added hassle of coal routing completely dissuades me from using anything other that electrics.
by Sir Nick
Sun Mar 02, 2014 11:38 pm
Forum: General discussion
Topic: Deconstruction Planner and storage chests
Replies: 26
Views: 14044

Re: Deconstruction Planner and storage chests

https://forums.factorio.com/forum/vie ... f=6&t=2433
Has already been brought up. See link above for several more solutions.
by Sir Nick
Thu Feb 27, 2014 10:30 pm
Forum: Ideas and Suggestions
Topic: A small tweak of construction bots
Replies: 2
Views: 1068

Re: A small tweak of construction bots

Well, they didn't take them from the one they were in either.
by Sir Nick
Thu Feb 27, 2014 8:44 pm
Forum: Ideas and Suggestions
Topic: A small tweak of construction bots
Replies: 2
Views: 1068

A small tweak of construction bots

Came across a small detail in Construction bots' behaviour that strikes me as strange. If I have a roboport stuffed with reppacks AND a supply chest with reppacks, construction robots will go to replenish their reppacks to the chest, not to the port. IMO it makes sense that if I went to pains of sto...
by Sir Nick
Thu Feb 27, 2014 6:27 pm
Forum: Ideas and Suggestions
Topic: Signs & Designated areas
Replies: 14
Views: 6669

Re: Signs & Designated areas

That would be designations, not signs. Or just fixed areas that you can give names to (or that have premade names).
by Sir Nick
Thu Feb 27, 2014 6:21 pm
Forum: General discussion
Topic: Multiplayer
Replies: 22
Views: 8985

Re: Multiplayer

I for once do not see Factorio as a PVP multiplayer game. Compared to Minecraft (inevitable), a Factorio player is next to nothing without his factory. In Minecraft you require about 1 minute to get yourself a sword, a bit more for armour. But it does not require any infrastructure save a furnace (d...
by Sir Nick
Thu Feb 27, 2014 6:03 pm
Forum: Implemented Suggestions
Topic: I wanna see the cost! (blueprint)
Replies: 5
Views: 2292

Re: I wanna see the cost! (blueprint)

Ah, THAT is a problem.
by Sir Nick
Thu Feb 27, 2014 6:02 pm
Forum: Ideas and Suggestions
Topic: Signs & Designated areas
Replies: 14
Views: 6669

Re: Signs & Designated areas

Don't see the need for signs as depicted in OP in singleplayer, can be a bit in multi-coop. Regarding zones with production boost/penalty - isn't it what the beacons should do? Last, zones for MP - may be useful, but I'd prefer a separate overlay for them, the ALT overlay is already cluttered, IMO.
by Sir Nick
Thu Feb 27, 2014 5:56 pm
Forum: Implemented Suggestions
Topic: I wanna see the cost! (blueprint)
Replies: 5
Views: 2292

Re: I wanna see the cost! (blueprint)

Wait a sec, AFAIR simple mouseovering a blueprint shows the exact number of items it requires.
by Sir Nick
Thu Feb 27, 2014 5:53 pm
Forum: Implemented Suggestions
Topic: Tech tree and interface
Replies: 7
Views: 5830

Re: Tech tree and interface

Try drawing a Factorio tech tree yourself. You'll see that there are MUCH more interconnections between lines than in Civ => making it pretty will take more effort. More so because (as I suppose) the current interconnections are temporary - there are just too many inconsistencies, like SP3 requiring...
by Sir Nick
Wed Feb 26, 2014 4:05 pm
Forum: General discussion
Topic: Construction robots deconstructing trees
Replies: 5
Views: 3735

Construction robots deconstructing trees

Been deconstructing some stuff lately with a red blueprint and suddenly saw a deconstruction marker on a tree. Waited to see what would happen and saw a bot come and destroy the tree, taking wood to storage. Don't know if it is intended behaviour or bug, but if the latter, PLEASE let it be, it is so...
by Sir Nick
Wed Feb 26, 2014 3:48 pm
Forum: Ideas and Suggestions
Topic: Pipes 80% underground or longer segments
Replies: 15
Views: 7827

Re: Pipes 80% underground or longer segments

Maybe we'd be better off consulting the existing methods of pipe construction? ;) For example, a quick Google search brought up this baby: http://d3bg49arpeqe3t.cloudfront.net/wp-content/uploads/2014/01/New-Report-Will-Potentially-Greenlight-Oil-Pipeline.jpg Translated into Factorio dimensions, it w...

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