Search found 945 matches
- Fri Mar 18, 2016 5:44 pm
- Forum: Show your Creations
- Topic: moving factory.
- Replies: 13
- Views: 6262
Re: moving factory.
That works fine with a single oil oupost, but if you have multiple the almost depleted outpost will unload more empty barrels than it can fill, and there won't be empty barrels left for the more productive oil outpost. So, you need to limit the # of empty barrels that are unloaded, either by limitin...
- Fri Mar 18, 2016 3:46 pm
- Forum: Show your Creations
- Topic: moving factory.
- Replies: 13
- Views: 6262
Re: moving factory.
"leave when full" e.g. easy implemented would interest many. I want to empty a wagon full with empty oil barrels and load full barrels in one swing to the same waggon and let the train go when finished. How to? Barrel mamangement is extra complicated because you "full" and "...
- Fri Mar 18, 2016 1:41 pm
- Forum: Show your Creations
- Topic: moving factory.
- Replies: 13
- Views: 6262
Re: moving factory.
@vannatteveldt after seeing your railing, i'm going to try it out. looks totally awesome. (ps. are you dutch?) Very much so, I'm afraid :) Feel free to ask for more details on e.g. the rail setup, schedules etc. BTW, I would recommend checking out the FARL mod for (semi-)automated track laying, and...
- Fri Mar 18, 2016 11:40 am
- Forum: Show your Creations
- Topic: moving factory.
- Replies: 13
- Views: 6262
Re: moving factory.
This would work fine with a railway. Belts might be easier to setup, but have less throughput and are less flexible - with a railway you can easily decide to move another part of you factory somewhere else again. Playing with trains is a new challenge, but it's also quite fun. Try not to stand on th...
- Tue Mar 15, 2016 2:14 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 319675
Re: [MOD 0.12.24] Orbital Ion Cannon 1.0.9
Factorio - Middle East editionChruschtschow wrote:I would love to haul lots of oil and strike stuffs with blasts right out of the sky at the same time.
- Mon Mar 14, 2016 9:49 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 134523
Re: Friday Facts #129 - The late game
Take in Miningdrills, Mining Machines and Mining Consumables. Mining consumables are bad idea, requre too much resources to get resources. But other than that is pretty nice idea, make drills and machines degradeable and we can get something good. That depends on the recipes though, right? I can im...
- Mon Mar 14, 2016 9:11 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Underground mining drills
- Replies: 46
- Views: 38273
Re: [MOD 0.12.11+] Underground mining drills
Cool! Give me a shout when I can do/test anything. Happy debugging
- Mon Mar 14, 2016 6:09 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Underground mining drills
- Replies: 46
- Views: 38273
Re: [MOD 0.12.11+] Underground mining drills
Thanks for the reply. I ran the command with my cursor on an iron ore field. It hung for a while (30 seconds or so), but didn't seem to generate any underground resources (not visible and a deep miner has no expected resources and can't be placed). What it did do is mess up my resource count accordi...
- Sun Mar 13, 2016 10:08 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Underground mining drills
- Replies: 46
- Views: 38273
Re: [MOD 0.12.11+] Underground mining drills
I added the mod to a game I'm running, but I don't see any "underground ore" sprites like in your picture, and I can't place a undergroud miner on a depleted or active mine. Does it only work on new fields? Can I generate the ore layer somehow?
- Sun Mar 13, 2016 3:36 pm
- Forum: Gameplay Help
- Topic: Smaller SciencePack2 possible
- Replies: 1
- Views: 736
Re: Smaller SciencePack2 possible
Welcome to factorio :) If you are looking at minimal size to create a single pack, this looks like a nice setup. However, you are probably more interested in minimizing size per science pack, and your setup is really inefficient because of the production ratios: 1 green science needs 1 belt+inserter...
- Sun Mar 13, 2016 1:51 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 134523
Re: Friday Facts #129 - The late game
I agree that something needs to be done about late-game mining. AFAISI, the "point" of this game is that you do a lot of manual work in the beginning (the "chopping trees" from the first trailer :-)), but then progressively automate everything as more tech is unlocked: first prod...
- Sun Mar 13, 2016 1:39 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Underground mining drills
- Replies: 46
- Views: 38273
Re: [MOD 0.12.11+] Underground mining drills
Can I use this on an existing map (i.e. already played without the mod)? Do I need to place this on an existing ore patch? Or can I place it on a completely exhausted ore patch? How does deep mine yield (per second and per fuel used) compare to regular electric mine yield on a not-yet-depleted patch...
- Sun Mar 13, 2016 1:35 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Deep Mining
- Replies: 4
- Views: 15177
Re: [MOD 0.12.11+] Deep Mining
I like the idea behind this, although it would be nicer if you could require it to be built on ore patches, and would only produce stone plus ores of that kind. Aren't the recipes overpriced though? From your picture, 12 concrete plus 3 explosives --> 5.5 stone, 1 iron ore, 1 copper ore, plus 1 coal...
- Wed Mar 09, 2016 7:46 am
- Forum: Show your Creations
- Topic: WIP: compartmentalized factory
- Replies: 7
- Views: 9676
Re: WIP: compartmentalized factory
Progress: cleared out the E and added an oil outpost; built FoxConn (modules) and started on Sivis Pacem (weapons), also increased green circuit capacity. Will post some screens later! @NightCabbage: I build the bridges either manually with landfill, but mostly with FARL's "bridge water" o...
- Tue Mar 08, 2016 10:36 pm
- Forum: Ideas and Suggestions
- Topic: Charging stations and electric everything
- Replies: 6
- Views: 2681
Re: Charging stations and electric everything
I think it would make some sense to have e.g. a hydrogen fuel cell that you create from iron plus water plus electricity, and that can function like solid fuel with lower energy density and efficiency loss. This would allow you to run cars and trains on a mostly reusable resource without needing to ...
- Tue Mar 08, 2016 9:15 pm
- Forum: Gameplay Help
- Topic: When's the best time to start destroying nests?
- Replies: 13
- Views: 14710
Re: When's the best time to start destroying nests?
I'm now playing an island+landfill game, which I guess is a form of victory poling since clearing out an island means its cleared forever. Problem is, I reached 85% evolution while harvesting <20 artifacts. So, I am encountering large biters without purple science or a personal fusion reactor. I've ...
- Tue Mar 08, 2016 2:44 pm
- Forum: Gameplay Help
- Topic: Unloading specific amounts of items
- Replies: 5
- Views: 4625
Re: Unloading specific amounts of items
Well in a way it's part of the design philosophy of factorio, I think: rather than giving us complex items that can do a lot of things automatically (i.e. automatic sorters, balancers, lane switchers) we get simply things that we have to combine in clever ways to build a factory. Think of it as part...
- Mon Mar 07, 2016 1:17 pm
- Forum: Gameplay Help
- Topic: Unloading specific amounts of items
- Replies: 5
- Views: 4625
Re: Unloading specific amounts of items
Yes, for unloading you will need to use a smart inserter for each item type, limiting yourself to 12 item types per wagon. AFAIK, there are three ways of restricting storage to N items: - unload into a chest with limited space, e.g. a wooden chest with only 1 stack available will store 100 magazines...
- Sun Mar 06, 2016 11:49 pm
- Forum: Energy Production
- Topic: Oil Power Plants, reliable way of making electricity.
- Replies: 42
- Views: 66622
Re: Oil Power Plants, reliable way of making electricity.
This is my current setup for decentralized oil power: http://i.amcat.nl/oil.png The refining setup is pretty standard. I decided to put a buffer chest to make sure that no oil is wasted (at the cost of an extra inserter) Note that the 2 steam engines on the right hand side form a separate power netw...
- Sun Mar 06, 2016 10:15 pm
- Forum: Show your Creations
- Topic: WIP: compartmentalized factory
- Replies: 7
- Views: 9676
Re: WIP: compartmentalized factory
Thanks :). I made some progress: US Robotics and IBM were "founded", and I cleared the part of the island S of the starting base (Silicon Valley). This was a bit annoying as I didn't have any artifacts yet, but evolution was already >80%, so I had to use turret creep to harvest some artifa...