Search found 411 matches

by ske
Sat Jan 30, 2016 1:14 am
Forum: Ideas and Suggestions
Topic: Belts as smart chests
Replies: 3
Views: 7289

Re: Belts as smart chests

Here, I describe a circular belt factory which would greatly benefit from knowing the count of items on the belts: https://forums.factorio.com/forum/vie ... =8&t=19609
by ske
Sat Jan 30, 2016 1:11 am
Forum: Combinator Creations
Topic: Single circular belt factory
Replies: 26
Views: 38466

Single circular belt factory

I have been experimenting with easy setups for producing many different items. One obvious solution is the logistic network with requester/provider chests. In my opinion this is too easy and gets boring too fast. Also, you first have to research the logistic network and invest considerable amounts o...
by ske
Thu Jan 28, 2016 9:46 pm
Forum: News
Topic: Friday Facts #122 - Better circuit network (Part 1)
Replies: 73
Views: 56565

Re: Friday Facts #122 - Better circuit network (Part 1)

I know the developers might be busy right now, but other than that I don't see how it is related to my question. They use 0.12 for the steam release because 0.13 is not stable yet. They ported the new icons back to 0.12 in order to get a better looking steam release (and maybe to avoid any copyrigh...
by ske
Wed Jan 27, 2016 9:29 pm
Forum: News
Topic: Friday Facts #122 - Better circuit network (Part 1)
Replies: 73
Views: 56565

Re: Friday Facts #122 - Better circuit network (Part 1)

These new combinator graphics look great! Could they maybe be backported to 0.12 ? When was the date for the steam package? The 29th? That's in 2 days. Wait, what? :O Steam release is on February 25, but in the FFF they wrote they need to provide the Factorio package one month before. Although I th...
by ske
Wed Jan 27, 2016 6:54 pm
Forum: General discussion
Topic: About the endgame - kinda frustrating today
Replies: 45
Views: 51027

Re: About the endgame - kinda frustrating today

The current end is a compromise, also not satisfying the devs, because they planned it differently. And they had surely a lot of internal discussion about that. But they don't want to promise something, cause they cannot know, how the game will sell in the future. I think the devs need to make that...
by ske
Wed Jan 27, 2016 6:33 pm
Forum: News
Topic: Friday Facts #122 - Better circuit network (Part 1)
Replies: 73
Views: 56565

Re: Friday Facts #122 - Better circuit network (Part 1)

striepan wrote:These new combinator graphics look great!
Could they maybe be backported to 0.12 ?
When was the date for the steam package? The 29th? That's in 2 days.
by ske
Mon Jan 25, 2016 1:25 pm
Forum: News
Topic: Friday Facts #122 - Better circuit network (Part 1)
Replies: 73
Views: 56565

Re: Friday Facts #122 - Better circuit network (Part 1)

I think the idea of an assembler which builds depending on circuit signals is great, but I think your ideas of the implementation are way to complex, more easy: if you tell the assembler to build nothing, it "releases" all materials it has (and the ones which are in the inserting inserter...
by ske
Sun Jan 24, 2016 7:55 pm
Forum: News
Topic: Friday Facts #122 - Better circuit network (Part 1)
Replies: 73
Views: 56565

Re: Friday Facts #122 - Better circuit network (Part 1)

On where the splitters were mentioned in the topic: I think they should have multiple modes we can choose from, per-item, per-belt, per-side and stuff like that because it adds more functionality without more items to add or take up memory. Different setups need different things, and maybe we could...
by ske
Sat Jan 23, 2016 11:54 am
Forum: News
Topic: Friday Facts #122 - Better circuit network (Part 1)
Replies: 73
Views: 56565

Re: Friday Facts #122 - Better circuit network (Part 1)

[quote="MeduSalem"][/quote]

Is there a mod with smart/multipurpose Assemblers/Furnaces?
by ske
Fri Jan 15, 2016 5:20 pm
Forum: Releases
Topic: Version 0.12.21
Replies: 16
Views: 51973

Re: Version 0.12.21

question does this version implement the new style of rail laying? It's unusual for the devs to add anything new unless it's a completely new .0 iteration. I'm surprised they even added the new icons for the research/inventory UI, mid-way. My expectation had been that we wouldn't get those until al...
by ske
Fri Jan 15, 2016 5:09 pm
Forum: News
Topic: Friday Facts #121 - Path Finder Optimisation II
Replies: 33
Views: 36747

Re: Friday Facts #121 - Path Finder Optimisation II

Does that patch caching mean that all enemies coming from one area going to another area take the same path for the most part?

Or is the cached path(part) used as starting point for a path optimization?
by ske
Sat Jan 09, 2016 4:04 pm
Forum: News
Topic: Friday Facts #119 - Happy 2016
Replies: 34
Views: 38835

Re: Friday Facts #119 - Happy 2016

Mind you, no responsible person would do such a thing. You only read what someone has written, mind that, too. We can only speculate and you can't really give us much information. There are a ton of reasons as why to change jobs as an employee; or as an employer to change employees or even having t...
by ske
Fri Jan 08, 2016 11:23 pm
Forum: Ideas and Suggestions
Topic: Belts as smart chests
Replies: 3
Views: 7289

Re: Belts as smart chests

ssilk wrote:I think the direction Factorio will go is about this: https://forums.factorio.com/forum/vie ... 91&t=14007 Logic Belts (and more)
Thanks for the link. The counter sounds quite interesting. Not exactly my idea but close enough that it might work.
by ske
Fri Jan 08, 2016 11:17 pm
Forum: Mods
Topic: [MOD 0.12.x] NESTT: Build your base inside a train
Replies: 75
Views: 99801

Re: [MOD 0.12.x] NESTT: Build your base inside a train

Can you ride a train inside the train?
by ske
Wed Jan 06, 2016 11:01 am
Forum: Ideas and Suggestions
Topic: Belts as smart chests
Replies: 3
Views: 7289

Belts as smart chests

Belts as smart chests Looping belts and item counting I've been experimenting with a "many items on one looping belt" design. There factories use one belt for input and output for the various items needed for red and green science packs. The problem is to count how many items are on the b...
by ske
Fri Jan 01, 2016 10:16 pm
Forum: News
Topic: Friday Facts #119 - Happy 2016
Replies: 34
Views: 38835

Re: Friday Facts #119 - Happy 2016

Happy 2016 to the developers and players of factorio!
by ske
Mon Dec 28, 2015 5:14 pm
Forum: News
Topic: Friday Facts #118 - Improving productivity
Replies: 24
Views: 32279

Re: Friday Facts #118 - Improving productivity

So you are telling, that 0.13 will be finished in a month? You better start publishing the latest versions for us to test it soon! ;)
by ske
Sat Dec 19, 2015 11:38 am
Forum: News
Topic: Friday Facts #117 - Path Finder Optimisation I
Replies: 42
Views: 41470

Re: Friday Facts #117 - Path Finder Optimisation I

Considering the path finding optimization. How about making a gradient map that would guide the biters. When they attack, they always go to the same target, the player base, and that does not move. You could grow a gradient from players structures outwards, for a precise solution. Or simply from th...
by ske
Fri Dec 11, 2015 9:03 pm
Forum: News
Topic: Friday Facts #116 - Strategy Guide
Replies: 58
Views: 44088

Re: Friday Facts #116 - Strategy Guide

Joining in multiplayer with a big map indeed is a major pain right now. But I think it could be doable to make joining happen without any interruptions for the running game by using a second server instance for joining players. Normal mode: * The players are connected to the main server and a second...
by ske
Thu Dec 10, 2015 2:27 pm
Forum: Releases
Topic: Version 0.12.20
Replies: 32
Views: 54775

Re: Version 0.12.20

There are no new rail tiles. I am disappoint :( Look at this and be happy: https://forums.factorio.com/forum/viewtopic.php?f=38&t=18078&p=119211&hilit=rail#p119211 I'm happy with it, I only had higher expectations of a little bit better rail building with some more curved tiles. Having ...

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