Search found 1284 matches

by sparr
Wed Feb 19, 2014 11:49 pm
Forum: Releases
Topic: Version 0.9.0
Replies: 62
Views: 39954

Re: Version 0.9.0

So.. pipes have windows, but they work only in alt mode? Do iron covers slide over the windows while in non-alt mode, or the pipes just look dry? some pipe tiles have windows, which are always open and show the motion/color(/level?) of the liquid. other pipe tiles don't have windows, and show a flu...
by sparr
Wed Feb 19, 2014 11:47 pm
Forum: Resolved Problems and Bugs
Topic: 0.9.0 experimental release burner inserter
Replies: 6
Views: 1461

Re: 0.9.0 experimental release burner inserter

BurnHard wrote:Who uses burner inserters at all? :D
Have you played the supply challenge? I use burner inserters for about the first 10-20 minutes there.
by sparr
Wed Feb 19, 2014 4:35 pm
Forum: Archive
Topic: [outdated] Production tree
Replies: 12
Views: 29955

Re: Production tree

I never realized wood only has 4 uses (plus fuel). Ditto. Also, I did not expect to need coal in my production lines until I got to the point of making plastic. I'd have loved to have known about that in advance while planning my primary resource conveyor system. You know that: https://forums.facto...
by sparr
Wed Feb 19, 2014 2:36 pm
Forum: Implemented Suggestions
Topic: Hotkey bar being actual inventory slots is weird
Replies: 7
Views: 2290

Hotkey bar being actual inventory slots is weird

Coming from games like Minecraft, I am very uncomfortable with the control paradigm presented in Factorio, where the hotkey bar contains 10 extra inventory slots, instead of just being pointers to items in my inventory. I would love a mode where the hotkey filter system automatically applies to anyt...
by sparr
Wed Feb 19, 2014 5:25 am
Forum: General discussion
Topic: Too much fuel.
Replies: 16
Views: 7271

Re: Too much fuel.

Are you using basic or advanced oil processing? Advanced increases the gas to oil production ratio by 50%.
by sparr
Wed Feb 19, 2014 5:20 am
Forum: Archive
Topic: [outdated] Production tree
Replies: 12
Views: 29955

[outdated] Production tree

So, I've written a small lua program that takes all the recipe files and builds a production tree out of them (and gets item names from the locale files).

I'm still trying to get graphviz to render it nicely, but it's at least readable now.

http://i.imgur.com/1IPqTCl.png
by sparr
Wed Feb 19, 2014 1:22 am
Forum: General discussion
Topic: Feedback 0.9
Replies: 58
Views: 16478

Re: Feedback 0.9

Does the oil industry make the game more interesting / fun or do you think it is actually change for the worse? Blue science and robots are more annoying to get to now, but overall I think it's a great change. An intermediate science level between green and blue would resolve this. Do you think the...
by sparr
Wed Feb 19, 2014 1:15 am
Forum: Ideas and Suggestions
Topic: Recycling plant
Replies: 2
Views: 1700

Recycling plant

I would love to see a "factory" that takes [almost] anything as input and spits out some (maybe random, maybe deterministic) fraction of the resources used to make it.
by sparr
Wed Feb 19, 2014 1:13 am
Forum: Ideas and Suggestions
Topic: bind hotkeys to arbitrary console commands
Replies: 0
Views: 2368

bind hotkeys to arbitrary console commands

Among other things, I want to make hotkeys for game.speed=game.speed*2 and /2
by sparr
Tue Feb 18, 2014 5:12 pm
Forum: Implemented Suggestions
Topic: lay repeating underground pipes like power lines
Replies: 49
Views: 35687

Re: lay repeating underground pipes like power lines

This would also be nice for miners, repeating so that their mining areas do not overlap.

Also, for the specific case of pipes, it would be nice to have an option or modifier to place a solid pipe between each pair of pipe to ground, for forking and liquid identification.
by sparr
Tue Feb 18, 2014 5:09 pm
Forum: Implemented Suggestions
Topic: zero-cost "planning" placement
Replies: 8
Views: 3221

zero-cost "planning" placement

Prison Architect has a researchable mode where you can lay down a few types of "plans" indicating where you want to build buildings in the future. That would be very handy in Factorio where I often want to lay out a large area for future pipe/conveyor usage, and want to keep track of that ...
by sparr
Tue Feb 18, 2014 4:12 am
Forum: Not a bug
Topic: [0.8.8] mining output on conveyor T leads to traffic jam
Replies: 5
Views: 4850

Re: [0.8.8] mining output on conveyor T leads to traffic jam

I'm not bothered by the existence of a third lane.

Should the third item jam the conveyor? If so, why does it only ever jam on the left side? (I suspect emergent behavior due to alignment/rounding)
by sparr
Tue Feb 18, 2014 4:08 am
Forum: Implemented Suggestions
Topic: liquid type icon on pipe-to-ground
Replies: 7
Views: 2765

liquid type icon on pipe-to-ground

currently the liquid type is only visible as a color through windows on straight pipes, and every 2-3 pipes with an icon in additional info mode. this means adjacent pipe-to-ground tiles don't have any indication of what liquid they carry without having to hover over them. adding the icon to one of ...
by sparr
Tue Feb 18, 2014 4:04 am
Forum: Implemented Suggestions
Topic: lay repeating underground pipes like power lines
Replies: 49
Views: 35687

lay repeating underground pipes like power lines

You can drag-and-run to lay down properly spaced power poles. I would love to see a feature similar to this for pipe-to-ground connectors. You would click to lay the first segment (into the ground) normally, but keep the button depressed while you move in a straight line. Then, instead of the placem...
by sparr
Mon Feb 17, 2014 11:07 pm
Forum: Show your Creations
Topic: Another tiny science pack 2 assembly line
Replies: 6
Views: 10625

Re: Another tiny science pack 2 assembly line

Really very cool. Extremely condensed but clear... I must disappoint you: in v0.9 green science pack is built out of basic belt and basic inserter. Very different setup... You need one factory more. From playing along I can say, that even with more than 5 in the beginning and 10 labs later, a setup...
by sparr
Mon Feb 17, 2014 10:48 pm
Forum: Resolved Problems and Bugs
Topic: [0.8.8] inserter can't grab still item from underground belt
Replies: 3
Views: 1210

[0.8.8] inserter can't grab still item from underground belt

In the attached screenshot the inserter wants to grab a coal from the exit tile of the underground belt. This setup *usually* works. It works with a long handed inserter in the same position. It works on the entrance tile of the underground belt. It works as pictured when the items on the belt are m...
by sparr
Mon Feb 17, 2014 10:43 pm
Forum: Not a bug
Topic: [0.8.8] mining output on conveyor T leads to traffic jam
Replies: 5
Views: 4850

[0.8.8] mining output on conveyor T leads to traffic jam

In the attached screenshot I have conveyors in a T junction, combing east+west into northbound traffic. A mine is injecting ore from the south side of the T. When ore from the west (and only the west) hits the T at exactly the same time as the ore from the south, there is a jam. You can see an examp...
by sparr
Mon Feb 17, 2014 9:31 pm
Forum: Show your Creations
Topic: Another tiny science pack 2 assembly line
Replies: 6
Views: 10625

Another tiny science pack 2 assembly line

Inspired by another thread, here's my attempt to squeeze some green packs out of a small footprint. I avoided using much high technology mostly because I don't have it all researched yet in my game :)
by sparr
Mon Feb 17, 2014 8:10 pm
Forum: Not a bug
Topic: [0.8.8] arrow sprites are clipped at tile boundaries
Replies: 2
Views: 2708

[0.8.8] arrow sprites are clipped at tile boundaries

I've modified core/graphics/arrows/*indication*.png and find that in-game they are clipped to game tile boundaries, even though the bounding box of the sprite is placed so as to overlap multiple tiles.

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