Search found 1521 matches

by sparr
Fri Feb 28, 2014 7:30 pm
Forum: Not a bug
Topic: [0.8.8] buying more than 64x an item in a challenge fails
Replies: 2
Views: 3540

Re: [0.8.8] buying more than 64x an item in a challenge fail

I almost certainly overlooked the ones in the inventory.
by sparr
Fri Feb 28, 2014 6:40 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Extreme Mining :)
Replies: 49
Views: 122741

Re: Extreme Mining :)

BurnHard wrote:93,1% coverage
18 Miners =162 tiles and 12 tiles extra for chests and medium power pole.
No. 18 miners = 162 tiles, then you have 12 chests + 4 power poles + 2 empty spaces, so it's 162/180 which is 90%.
by sparr
Fri Feb 28, 2014 5:17 pm
Forum: Ideas and Suggestions
Topic: Inserter Belt
Replies: 7
Views: 3405

Inserter Belt

A new type of belt. When it dead ends into an assembler or chemical plant (or anything else that an inserter can insert to), it automatically inserts the stuff at the end of the belt.
by sparr
Fri Feb 28, 2014 6:42 am
Forum: Show your Creations
Topic: Flask production Tier 1 and Tier 2
Replies: 29
Views: 32654

Re: Flask production Tier 1 and Tier 2

OK, here is my Tier 1/2/3 factory, based on yours. I did not try to include the refinery yet. I think that with a lot of optimization I could make this factory 2 tiles shorter and narrower and include a refinery and two steam engines, but that would require a lot more underground belts and pipes.
by sparr
Fri Feb 28, 2014 2:39 am
Forum: Gameplay Help
Topic: Tips for setting up research factories?
Replies: 2
Views: 4384

Re: Tips for setting up research factories?

There are a lot of posts in the "show your creations" section of this forum with different research factories.
by sparr
Fri Feb 28, 2014 2:34 am
Forum: Ideas and Suggestions
Topic: the parallel pipes problem
Replies: 10
Views: 8518

Re: the parallel pipes problem

The problem with that is that you might have T and L connections temporarily while you're building the parallel pipes. I don't really see that as a problem. A recent version included the ability for small amounts of fluid to be pushed out of a pipe, so if you make an accidental/temporary connection ...
by sparr
Fri Feb 28, 2014 2:33 am
Forum: Gameplay Help
Topic: Campaign Map,
Replies: 3
Views: 4456

Re: Campaign Map,

I, too, would like to see it. I learned a lot about factory setup from that map, including the 3 lane copper-coal-iron conveyor with power poles in the middle.
by sparr
Fri Feb 28, 2014 1:50 am
Forum: Show your Creations
Topic: Flask production Tier 1 and Tier 2
Replies: 29
Views: 32654

Re: Flask production Tier 1 and Tier 2

For now I'm just pumping all my light oil into a steam engine.
by sparr
Fri Feb 28, 2014 1:19 am
Forum: Show your Creations
Topic: Flask production Tier 1 and Tier 2
Replies: 29
Views: 32654

Re: Flask production Tier 1 and Tier 2

Without modules, or with the same amount of modules, one refinery does not produce enough petroleum gas to keep the plastic plant running full time.
by sparr
Thu Feb 27, 2014 11:47 pm
Forum: Ideas and Suggestions
Topic: the parallel pipes problem
Replies: 10
Views: 8518

Re: the parallel pipes problem

I'd be happy if every T made a T or L connection, and parallel pipes did not connect. That seems very simple, and it would resolve the vast majority of use cases for parallel pipes.
by sparr
Thu Feb 27, 2014 11:44 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Extreme Mining :)
Replies: 49
Views: 122741

Re: Extreme Mining :)

Here's the 90% coverage layout. This is two copies of the basic unit. It tiles horizontally as pictured, and the vertical tiling can be flipped vertically and/or shifted horizontally.
by sparr
Thu Feb 27, 2014 11:34 pm
Forum: Show your Creations
Topic: Flask production Tier 1 and Tier 2
Replies: 29
Views: 32654

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 ...
by sparr
Thu Feb 27, 2014 8:42 pm
Forum: Show your Creations
Topic: Flask production Tier 1 and Tier 2
Replies: 29
Views: 32654

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: 122741

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: 122741

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: 7578

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: 7578

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: 27808

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 ...
by sparr
Thu Feb 27, 2014 5:58 am
Forum: Ideas and Suggestions
Topic: 3D rendering
Replies: 39
Views: 27808

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 ...

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