Search found 1521 matches

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: 3445

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: 140950

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: 20109

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: 4050

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: 4050

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: 3445

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: 13335

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: 3445

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: 35850

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: 25167

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: 122772

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 ...
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: 23064

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.
by sparr
Mon Feb 24, 2014 2:45 pm
Forum: Ideas and Suggestions
Topic: Make splitters smaller
Replies: 14
Views: 7587

Re: Make splitters smaller

I would love to see an N-way splitter and/or a smart splitter.
by sparr
Sun Feb 23, 2014 3:40 pm
Forum: Ideas and Suggestions
Topic: inserter stack size bonus could apply to conveyors
Replies: 14
Views: 7980

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 ...
by sparr
Sun Feb 23, 2014 3:38 pm
Forum: Ideas and Suggestions
Topic: preserve manually added items in the crafting queue
Replies: 8
Views: 6352

Re: preserve manually added items in the crafting queue

AlexPhoenix wrote:How the game must determine or you do all items from stratch or you use smart craft?
Each item in the queue would have a flag for whether it was added manually or automatically. If it was added manually, then it's not eligible as a component of future things being added.
by sparr
Sun Feb 23, 2014 2:11 am
Forum: Ideas and Suggestions
Topic: inserter stack size bonus could apply to conveyors
Replies: 14
Views: 7980

inserter stack size bonus could apply to conveyors

If an inserter has a stack size bonus, so it could grab two items from a chest, then when it grabs one item from a conveyor it might check to see if its target wants more than one of that item, and if so AND if there's a second item within grabbing distance then grab a second one.
by sparr
Sun Feb 23, 2014 2:09 am
Forum: Resolved Problems and Bugs
Topic: [0.9.1] Furnace recipes display 100x time
Replies: 6
Views: 3722

Re: [0.9.1] Furnace recipes display 100x time

I think someone on IRC figured this out. It's 100 or 500 divided by 60, having something to do with the target framerate of the game. So, 1.67 seconds for copper and iron, 8.33 seconds for steel.
by sparr
Sun Feb 23, 2014 2:07 am
Forum: Show your Creations
Topic: nothing special, just starting a new base with science 1/2
Replies: 10
Views: 17348

Re: nothing special, just starting a new base with science 1

I'm with immibis. Unless I'm playing the supply challenge or deathworld and counting every single resource I spend, I've pretty much always got enough resources to build structures as fast as I want to.
by sparr
Sun Feb 23, 2014 12:16 am
Forum: Wiki Talk
Topic: Wiki: Current and future
Replies: 27
Views: 39270

Re: Wiki: Current and future

So, today while I was having a day off from factorio, I created this: https://github.com/bluecube/factorio-lua-tools

We should join forces! https://github.com/sparr/factorio-data-extract

I'll clone yours tonight or soon and see if it makes sense for me to abandon mine and work on a fork of yours ...
by sparr
Sun Feb 23, 2014 12:14 am
Forum: Show your Creations
Topic: Great Starting Coal Setup
Replies: 5
Views: 11747

Re: Great Starting Coal Setup

If you don't mind picking up coal from multiple containers, try this:

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