Search found 1429 matches

by sparr
Thu Feb 27, 2014 11:34 pm
Forum: Show your Creations
Topic: Flask production Tier 1 and Tier 2
Replies: 29
Views: 26462

Re: Flask production Tier 1 and Tier 2

Prototype is done, but untested. It sould produce 0,75 flasks per second (T1 to T4). All seems to fit in the 50x50 area of a roboport. :shock: To have the full one flask per second, you need tier 3 factories and 4 tier 2 productivity upgrades in the fatories for T4 flasks. Is it important that it f...
by sparr
Thu Feb 27, 2014 8:42 pm
Forum: Show your Creations
Topic: Flask production Tier 1 and Tier 2
Replies: 29
Views: 26462

Re: Flask production Tier 1 and Tier 2

I like this. Very clean. I will base my next science factory on this (closer together, with a combined red+green output belt)
by sparr
Thu Feb 27, 2014 8:40 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Extreme Mining :)
Replies: 49
Views: 105749

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.
by sparr
Thu Feb 27, 2014 8:06 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Extreme Mining :)
Replies: 49
Views: 105749

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|+-+ \-/...
by sparr
Thu Feb 27, 2014 7:45 pm
Forum: Implemented Suggestions
Topic: Tech tree and interface
Replies: 7
Views: 6250

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.
by sparr
Thu Feb 27, 2014 4:18 pm
Forum: Implemented Suggestions
Topic: Tech tree and interface
Replies: 7
Views: 6250

Re: Tech tree and interface

Noro wrote:Isn't it about time
No, it isn't. The developers have priorities and plans. I don't expect to see cosmetic changes any time soon.
by sparr
Thu Feb 27, 2014 9:26 am
Forum: Ideas and Suggestions
Topic: 3D rendering
Replies: 39
Views: 17548

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...
by sparr
Thu Feb 27, 2014 5:58 am
Forum: Ideas and Suggestions
Topic: 3D rendering
Replies: 39
Views: 17548

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...
by sparr
Thu Feb 27, 2014 5:53 am
Forum: Resolved Problems and Bugs
Topic: Inserters can't remove items from boilers
Replies: 7
Views: 2275

Re: Inserters can't remove items from boilers

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.
Really? I'll have to test this. So you can use an inserter to remove fuel from a burner mining drill?
by sparr
Wed Feb 26, 2014 7:48 pm
Forum: Mods
Topic: [MOD 0.17.xx] TimeButtons v0.3.7
Replies: 101
Views: 119723

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?
by sparr
Wed Feb 26, 2014 5:27 pm
Forum: Implemented Suggestions
Topic: Logistic network, Storage Infoscreen
Replies: 27
Views: 14582

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.
by sparr
Wed Feb 26, 2014 5:25 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.0] strange looking power armor inventory
Replies: 7
Views: 2885

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.
by sparr
Wed Feb 26, 2014 2:56 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.0] strange looking power armor inventory
Replies: 7
Views: 2885

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.
by sparr
Wed Feb 26, 2014 2:54 pm
Forum: Resolved Problems and Bugs
Topic: Inserters can't remove items from boilers
Replies: 7
Views: 2275

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 ...
by sparr
Wed Feb 26, 2014 2:30 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Compact smelting setup
Replies: 3
Views: 11483

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.
by sparr
Wed Feb 26, 2014 2:26 pm
Forum: Resolved Problems and Bugs
Topic: Inserters can't remove items from boilers
Replies: 7
Views: 2275

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.
by sparr
Wed Feb 26, 2014 2:25 pm
Forum: Mods
Topic: [MOD 0.9.x] Anti-Pollution-Mod v0.2.0
Replies: 33
Views: 29778

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.
by sparr
Wed Feb 26, 2014 5:38 am
Forum: Wiki Talk
Topic: Wiki: Renaming networks to systems?
Replies: 13
Views: 22354

Re: Wiki: Renaming networks to systems?

crafting is definitely a network

Image
by sparr
Tue Feb 25, 2014 9:26 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Extreme Mining :)
Replies: 49
Views: 105749

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...
by sparr
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: 18235

Re: [0.9] Rays step by step guide for a compact factory

ray4ever wrote:- The ideal ratio is 1 water pump, 14 boilers and 9 steam engines (see power row)
Image
You don't seem to have connected all of the steam engines together here.

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