Search found 411 matches
- Thu Feb 11, 2016 12:10 pm
- Forum: Ideas and Suggestions
- Topic: Distribution of robots
- Replies: 7
- Views: 22272
Re: Distribution of robots
I think this is the right topic to add. Problem: When transporting items from one place to another e.g. coal to a train station or repairing a laser tower, the robot currently stays at the roboport close to the destination. This will accumulate robots in places where they are not needed while they d...
- Thu Feb 11, 2016 11:44 am
- Forum: Ideas and Suggestions
- Topic: Bot Exclusion Zones
- Replies: 19
- Views: 21605
Re: Bot Exclusion Zones
Suggestion 2: change bot behavior so that they never leave roboport range. If, for some reason, bots find themselves outside of port range, they should seek the nearest one and cancel orders. I'd like to second this idea. Currently, you can only have fully connected convex roboport coverage without...
- Wed Feb 10, 2016 5:07 pm
- Forum: Outdated/Not implemented
- Topic: Draw the rail path
- Replies: 5
- Views: 15059
Re: Draw the rail path
Fair point.ssilk wrote:My opinion to that is: Let's wait for v0.13 and then create better suggestions, cause we cannot know, how deep the current implementation is handling such more or less exceptional needs.
- Wed Feb 10, 2016 12:23 pm
- Forum: Outdated/Not implemented
- Topic: Draw the rail path
- Replies: 5
- Views: 15059
Re: Draw the rail path
Or have a mode where intersecting/joining the rails is not allowed (cost is infinity) while planning the path. The problem with that is that it is not easily explorable and might need explanation for many players. While having a control panel for the autorouter is a good idea, it also is a bad idea...
- Wed Feb 10, 2016 10:12 am
- Forum: Outdated/Not implemented
- Topic: Draw the rail path
- Replies: 5
- Views: 15059
Draw the rail path
In FFF #113 the autorouter for rail building was presented. It looks like it finds the shortest path between two endpoints. The update in FFF #114 (bottom animation) shows some manual incremental building of a junction. This got me thinking about how to best convey the intent of the user where the r...
- Tue Feb 09, 2016 3:04 pm
- Forum: Releases
- Topic: Version 0.12.22
- Replies: 58
- Views: 58768
Re: Version 0.12.22
It would be close to impossible to get a stable version with this cycle. I think you misunderstood a bit. I'm not talking about the bugfix releases - those would still be necessary and acceptable. What I'm talking about is the long waiting period between the last stable release and the next feature...
- Tue Feb 09, 2016 1:27 pm
- Forum: Releases
- Topic: Version 0.12.22
- Replies: 58
- Views: 58768
Re: Version 0.12.22
Lately I read, that some features relesed to Space Engineers wasnt the hits they thought of :D That is one big advantage of releasing early and often. If something doesn't work out as planned you get feedback and can keep your investment low. While big features like the space platform *cough* or th...
- Tue Feb 09, 2016 10:45 am
- Forum: Show your Creations
- Topic: Double loop station
- Replies: 4
- Views: 12092
Re: Double loop station
One possible deadlock: Trains entering south, servicing one of the stations on the right and leaving north. If enough trains enter from the south, the left part is filled up. If the left part is filled up, the trains cannot leave the stations in order take the south loop for the north exit. If the t...
- Mon Feb 08, 2016 3:20 pm
- Forum: General discussion
- Topic: Is there anything more Factorio locking than this :P
- Replies: 3
- Views: 10975
Re: Is there anything more Factorio locking than this :P
Oh wow, those pictures really do have the factorio feel. If only we could dump straight from train cars into furnaces... Using inserters on bulk goods feels wrong. Maybe if the ore is in buckets like oil in drums, inserters could be used. On loose ore, bulk handling like dumping the waggon onto a b...
- Mon Feb 08, 2016 10:40 am
- Forum: Releases
- Topic: Version 0.12.22
- Replies: 58
- Views: 58768
Re: Version 0.12.22
Hey, Anyone know, if there is any ETA of 0.13? Will it be this month or in 3 months? ;) We don't have any, the graphics part of some of the tasks will begin after the steam release, so the estimate is between 1 and 3 months after the steam release. Oh man, that sounds so so long. Could we have the ...
- Mon Feb 08, 2016 10:33 am
- Forum: Ideas and Suggestions
- Topic: More types of rail curves
- Replies: 8
- Views: 21929
Re: More types of rail curves
See this post in FFF #113: http://www.factorio.com/blog/post/fff-113 They are working on it but it will take some time until we see new rail tiles. The reason for not having many different rail tiles was, that you then need many many different items and they want to keep the item type count low (ok,...
- Sat Feb 06, 2016 5:22 pm
- Forum: Show your Creations
- Topic: Biggest Lane Rebalancer!
- Replies: 17
- Views: 38409
Re: Biggest Lane Rebalancer!
These builds remind me very much of the Fast Fourier Transformation: http://www.versci.com/images/butterfly.gif https://en.wikipedia.org/wiki/Fast_Fourier_transform That has a computational complexity of O(n*log(n)). With factorio belts, the crossings also take space, so, I guess, the asymptotic siz...
- Wed Feb 03, 2016 9:56 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Power Station and Something to burn oil
- Replies: 5
- Views: 15922
Re: Nuclear Power Station and Something to burn oil
If you really want to destroy your leftovers of heavy and light oil (instead of storing them or turning them into solid fuel), you can always use them as a replacement for water with boilers/steam engines. But that's a real waste imho. That works with heavy oil? Insane! How high does the temperatur...
- Wed Feb 03, 2016 11:00 am
- Forum: News
- Topic: Friday Facts #123 - Better circuit network (Part 2)
- Replies: 102
- Views: 74309
Re: Friday Facts #123 - Better circuit network (Part 2)
Why not make a own layer for the cable? (like the ALT key for more Info) And when i click on one item the cables for the maked item are more visible (thicker) as the other to see better where it go. I'd like to second this idea. Currently, when you hover over an item, the power poles are highlighte...
- Tue Feb 02, 2016 7:45 pm
- Forum: Combinator Creations
- Topic: Single circular belt factory
- Replies: 26
- Views: 38455
Re: Single circular belt factory
I didn't find forum post but here is YT video. https://www.youtube.com/watch?v=gYpE8P4GFbA Thanks for the video. It's funny, because the design in the video very much resembles parts of my older designs where I, too, used the clock and smart inserters to filter out the items from the belt into cert...
- Tue Feb 02, 2016 6:17 pm
- Forum: Show your Creations
- Topic: Biggest Lane Rebalancer!
- Replies: 17
- Views: 38409
Re: Biggest Lane Rebalancer!
Edit: The original post has been updated, so this post is outdated. I think you need to add more constraints to the task. You still have at least two loose parameters, size and number of lanes. Either: The smallest lane balancer for N lanes. Or: The lane balancer with the most lanes which uses less ...
- Tue Feb 02, 2016 11:18 am
- Forum: Combinator Creations
- Topic: Single circular belt factory
- Replies: 26
- Views: 38455
Re: Single circular belt factory
@Neotix: Can you supply a link to the video or a forum post? @Narnach: I've been experimenting with similar designs for a while but the current reincarnation is the most simple (and best) so far. I've built a factory producing many things using a red belt loop. See the two screenshots: circular_01.p...
- Sat Jan 30, 2016 1:23 pm
- Forum: News
- Topic: Friday Facts #123 - Better circuit network (Part 2)
- Replies: 102
- Views: 74309
Re: Friday Facts #123 - Better circuit network (Part 2)
One change I'd like to see is having this as a module instead of extra entitity on the map. Right now I don't like the module system because it's pretty unspecific and works like magic spells making a factory faster or consume less energy. That doesn't really make sense. Having a logic module, a tra...
- Sat Jan 30, 2016 1:13 pm
- Forum: Combinator Creations
- Topic: Multiple signals on one wire (multiplexing)
- Replies: 38
- Views: 63808
Re: Multiple signals on one wire - simple
It's not quite clear to me how it works and behaves. A few more paragraphs of text would be helpful. When signalling "iron" does it use "iron"-signals or does it use one of the color signals for the count? How are the channels selected? Via a count on one color or via separate co...
- Sat Jan 30, 2016 1:26 am
- Forum: News
- Topic: Friday Facts #123 - Better circuit network (Part 2)
- Replies: 102
- Views: 74309
Re: Friday Facts #123 - Better circuit network (Part 2)
I'm getting excited!Transport belt: turn it on and off and read the number items that are now on the belt.
Can we actually read the number of items on a whole length of belt or is it just a few tiles?
Can we please have this feature yesterday?