Search found 1327 matches
- Thu Feb 27, 2014 8:40 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Extreme Mining :)
- Replies: 49
- Views: 100605
Re: Extreme Mining :)
Also just came up with a method that packs in 19 mines, 15 provider chests, 1 substation, 5 empty spaces , which is only 88% efficient, so not as good as the method I mentioned above. I'll screenshot both soon.
- Thu Feb 27, 2014 8:06 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Extreme Mining :)
- Replies: 49
- Views: 100605
Re: Extreme Mining :)
I'll make a screenshot later when I can play, but on paper I can come up with a packing method that uses 3 miners, 2 provider chests, 1 power pole. So that's 27 squares of miner and 3 'wasted' squares, for a 90% efficiency. M=miner (\-/ is the exit side) C=chest P=power +-+|M|+-+|M| |M|+-+|M|+-+ \-/...
- Thu Feb 27, 2014 7:45 pm
- Forum: Implemented Suggestions
- Topic: Tech tree and interface
- Replies: 7
- Views: 5835
Re: Tech tree and interface
A few folks are working on making item recipe graphs:
http://i.imgur.com/GNmLseZ.png
http://i.imgur.com/jr7uwni.jpg
https://github.com/bluecube/factorio-lua-tools
I'll probably take a crack at making a tech tree/graph tool soon, based on the same code.
http://i.imgur.com/GNmLseZ.png
http://i.imgur.com/jr7uwni.jpg
https://github.com/bluecube/factorio-lua-tools
I'll probably take a crack at making a tech tree/graph tool soon, based on the same code.
- Thu Feb 27, 2014 4:18 pm
- Forum: Implemented Suggestions
- Topic: Tech tree and interface
- Replies: 7
- Views: 5835
Re: Tech tree and interface
No, it isn't. The developers have priorities and plans. I don't expect to see cosmetic changes any time soon.Noro wrote:Isn't it about time
- Thu Feb 27, 2014 9:26 am
- Forum: Ideas and Suggestions
- Topic: 3D rendering
- Replies: 39
- Views: 15622
Re: 3D rendering
To produce the same view as the 2d sprites, the 3d models would need *at least* as much texture information as the 2d sprite already has (more likely at least 3x as much, and more realistically 5-10x as much). Animations. They don't need a full copy of the texture information per frame . I overlook...
- Thu Feb 27, 2014 5:58 am
- Forum: Ideas and Suggestions
- Topic: 3D rendering
- Replies: 39
- Views: 15622
Re: 3D rendering
But now that most graphics are 3D models, it's a major waste of space to use them as pre-rendered 2D sprites - with no mods installed in 0.8.8, the texture atlases are over 370 MB uncompressed. That's insane. Every computer with 370 MB of video memory (i.e. every computer that is not really old) sh...
- Thu Feb 27, 2014 5:53 am
- Forum: Resolved Problems and Bugs
- Topic: Inserters can't remove items from boilers
- Replies: 7
- Views: 1949
Re: Inserters can't remove items from boilers
Really? I'll have to test this. So you can use an inserter to remove fuel from a burner mining drill?immibis wrote:Inserters can remove from the input or fuel slots if there are no output slots. This applies to burner mining drills, for example.
- Wed Feb 26, 2014 7:48 pm
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 114105
Re: [MOD 0.9.x] TimeButtons v0.0.3
My take on this mod also has an 0.5x speed button, for fighting biters in slow motion. You might add that?
- Wed Feb 26, 2014 5:27 pm
- Forum: Implemented Suggestions
- Topic: Logistic network, Storage Infoscreen
- Replies: 27
- Views: 13185
Re: Logistic network, Storage Infoscreen
I would love to have this, especially if it provides a way to find out where specific items are stored in the network.
- Wed Feb 26, 2014 5:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.0] strange looking power armor inventory
- Replies: 7
- Views: 2589
Re: [0.9.0] strange looking power armor inventory
I can't play in high graphics (mac bug) so I didn't know they should look different. I can confirm this bug in low graphics mode.
- Wed Feb 26, 2014 2:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.0] strange looking power armor inventory
- Replies: 7
- Views: 2589
Re: [0.9.0] strange looking power armor inventory
Are you referring to the night vision and exoskeleton icons being smaller than they should be? The inventory looks the same for me. I never used modular/power armor before 0.9, so I don't know if it should look different.
Are you playing in low graphics mode? I am.
Are you playing in low graphics mode? I am.
- Wed Feb 26, 2014 2:54 pm
- Forum: Resolved Problems and Bugs
- Topic: Inserters can't remove items from boilers
- Replies: 7
- Views: 1949
Re: Inserters can't remove items from boilers
Right now there is a threshold where inserters stop inserting into a building. For assemblers it seems to be double the requirements for the recipe in the assembler. For a boiler it's some static number of items or amount of fuel? My first idea would be to allow an inserter to grab ingredients/fuel ...
- Wed Feb 26, 2014 2:30 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Compact smelting setup
- Replies: 3
- Views: 10981
Re: Compact smelting setup
Providing even amounts of coal and iron ore is inefficient, as is having twice as much capacity for iron plate output as for iron ore input.
However, it would be very difficult to make better ratios in such a small base (I will try!), so good work overall.
However, it would be very difficult to make better ratios in such a small base (I will try!), so good work overall.
- Wed Feb 26, 2014 2:26 pm
- Forum: Resolved Problems and Bugs
- Topic: Inserters can't remove items from boilers
- Replies: 7
- Views: 1949
Re: Inserters can't remove items from boilers
inserters can only remove items from the output slot of a building, never from the fuel or input slots. this applies to boilers, assemblers, chemical plants, etc.
- Wed Feb 26, 2014 2:25 pm
- Forum: Mods
- Topic: [MOD 0.9.x] Anti-Pollution-Mod v0.2.0
- Replies: 33
- Views: 28251
Re: [MOD 0.9.x] Anti-Pollution-Mod v0.1.0
I like this idea, especially with it producing something useful.
You might also consider basing it on the chemical plant and having it require water as an input.
You might also consider basing it on the chemical plant and having it require water as an input.
- Wed Feb 26, 2014 5:38 am
- Forum: Wiki Talk
- Topic: Wiki: Renaming networks to systems?
- Replies: 13
- Views: 21503
Re: Wiki: Renaming networks to systems?
crafting is definitely a network
- Tue Feb 25, 2014 9:26 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Extreme Mining :)
- Replies: 49
- Views: 100605
Re: Extreme Mining :)
To maximize mining speed you want to maximize miner density. Zig-zag belts waste space (and are slower!), and so do power lines. In your example, for every 36 squares of miner there are 7 squares of conveyor and 1 square of power, so you've covered 82% of the ground with miners. Here's a layout that...
- Mon Feb 24, 2014 3:59 pm
- Forum: General discussion
- Topic: [0.9] Rays step by step guide for a compact factory
- Replies: 17
- Views: 17104
- Mon Feb 24, 2014 2:45 pm
- Forum: Ideas and Suggestions
- Topic: Make splitters smaller
- Replies: 14
- Views: 4526
Re: Make splitters smaller
I would love to see an N-way splitter and/or a smart splitter.
- Sun Feb 23, 2014 3:40 pm
- Forum: Ideas and Suggestions
- Topic: inserter stack size bonus could apply to conveyors
- Replies: 14
- Views: 4983
Re: inserter stack size bonus could apply to conveyors
How do you physically put 2 gears in the same location? If it does but staggers them then it will push other gears around and become a chaotic mess. Coding for that seems like a mess. Two gear entities would never exist in the same location. They would be 0.28 units apart on the belt, as usual. Aft...