Search found 68 matches
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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.
Has already been brought up. See link above for several more solutions.
- 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.
- 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...
- 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).
- 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...
- 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.
- 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.
- 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.
- 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...
- 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...
- 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...