Search found 65 matches
- Sat Oct 14, 2017 2:19 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 63816
Re: Friday Facts #212 - The GUI update (Part 1)
May have been suggested but the thread is 5 pages long - when adding a new station to the schedule, it'd be nice to see a path from the previous station.
- Wed Jun 07, 2017 12:39 am
- Forum: Gameplay Help
- Topic: Some small details for 1 rocket per minute
- Replies: 6
- Views: 3663
Re: Some small details for 1 rocket per minute
The problem with 1 belt per wagon is I'd need an insane number of them haha. I think for the required amount of steel it needed 16 fully loaded belts, then there'd be another 16 for electronic circuits, and probably a few dozen more for all the other bits. Provider/requester chests are totally cheat...
- Tue Jun 06, 2017 4:48 pm
- Forum: Gameplay Help
- Topic: Some small details for 1 rocket per minute
- Replies: 6
- Views: 3663
Re: Some small details for 1 rocket per minute
Ah I just looked up infinite research, so I just need 1000 red, green, blue and purple science packs per minute? That's a bit simpler than what I was expecting haha. I'm aware science pack recipes have changed, not sure about the materials that are needed for rockets though Just did a quick test and...
- Tue Jun 06, 2017 4:17 pm
- Forum: Gameplay Help
- Topic: Some small details for 1 rocket per minute
- Replies: 6
- Views: 3663
Some small details for 1 rocket per minute
I'm properly attempting it in vanilla without robots when the next update comes out, so I'm wondering about a few of the smaller details. My basic idea is to design large modular blueprints for each item (just big enough that it'll get 1 or 2 belts fully loaded), and then group them together to make...
- Fri Dec 09, 2016 8:01 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 73385
Re: Friday Facts #168 - Nightvision Nightmare
I personally think it'd be better as actual night vision that can't cope with bright areas, but have a toggle button or an option to have it automatically toggle based on the light level. I find myself removing the goggles when I'm in a well lit base, as it looks much better just with the natural li...
- Tue Dec 06, 2016 12:35 pm
- Forum: Gameplay Help
- Topic: Could anyone manage a more compact design of this?
- Replies: 12
- Views: 2998
Re: Could anyone manage a more compact design of this?
Those designs are pretty cool, so you have a more or less working factory now, just need to iron out some problems? I'm eventually going to try without mods once factorio leaves beta, for now though this is more proof of concept, I'm not building by hand when they're updating the game so fast haha. ...
- Tue Dec 06, 2016 10:37 am
- Forum: Gameplay Help
- Topic: Could anyone manage a more compact design of this?
- Replies: 12
- Views: 2998
Re: Could anyone manage a more compact design of this?
Nice, although I like the boxed in style of mine, literally everything else is better about yours haha, also the output on the same belt is a nice idea. If you remember, post back here once you finish it all, it'd be interesting to see how you did the other bits :) With your calculation, I'm not sur...
- Tue Dec 06, 2016 4:27 am
- Forum: Gameplay Help
- Topic: Could anyone manage a more compact design of this?
- Replies: 12
- Views: 2998
Re: Could anyone manage a more compact design of this?
Haha thanks anyway, slightly odd coincidence but I only just did the lower density structures straight before the speed modules :P I went for a slightly different approach, I'm attempting to keep each row of assemblers limited to 1 belt if possible (and just adjust the amount of assemblers to match)...
- Mon Dec 05, 2016 4:20 pm
- Forum: Gameplay Help
- Topic: Could anyone manage a more compact design of this?
- Replies: 12
- Views: 2998
Re: Could anyone manage a more compact design of this?
Thanks, forgot you could do it that way, I've now got a somewhat less messy/more symmetrical design I'm happy with
- Mon Dec 05, 2016 12:53 pm
- Forum: Gameplay Help
- Topic: Could anyone manage a more compact design of this?
- Replies: 12
- Views: 2998
Could anyone manage a more compact design of this?
I'm attempting the 1 rocket per minute thing and I'm just planning the speed module part, I found that having 4 max loaded blue belts got me 95% of the speed modules, which was super annoying, and an extra 2 belts has made everything messy. Basically, each belt is split in half, then the different c...
- Wed Nov 30, 2016 1:45 am
- Forum: General discussion
- Topic: How likely are changes to the core parts of a base?
- Replies: 7
- Views: 2495
Re: How likely are changes to the core parts of a base?
Good point haha, that didn't cross my mind, but yeah, it's the recipes I'm a bit worried about :P So you think there's a good chance, that given all the raw materials, energy and research, that creating a rocket will be the same now as it will be once the game is finished? If so I guess I'll try des...
- Tue Nov 29, 2016 6:54 pm
- Forum: General discussion
- Topic: How likely are changes to the core parts of a base?
- Replies: 7
- Views: 2495
How likely are changes to the core parts of a base?
I'd like to try get started on a megabase that can launch 1 rocket per minute (gave up on the last attempt), but the devs are doing such a good job with updating the game that I don't want to start now and have to change huge chunks of the base when the full release finally comes. Things like nuclea...
- Tue Nov 29, 2016 6:16 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 243692
Re: Performance optimization - post your saves
I'm not sure if you ended up implementing this or forgot about it (I haven't played in a while), but a while back you said you'd liked the idea of grouping construction robots by material needed, and I don't think I'd seen any change last time I played. Like if you are missing concrete but have plac...
- Tue Jul 19, 2016 6:58 pm
- Forum: Combinator Creations
- Topic: First proper attempt with combinators
- Replies: 3
- Views: 2108
Re: First proper attempt with combinators
Ah right ok, I'm not surprised people have done it a lot better haha. I've kinda planned a more compact way of doing it with support for more items (more of a closed system this time), but that was a day before going abroad, and I'm still abroad, so not had a chance to try it yet :) Btw siggboy, che...
- Tue Jul 12, 2016 10:51 pm
- Forum: Combinator Creations
- Topic: First proper attempt with combinators
- Replies: 3
- Views: 2108
First proper attempt with combinators
I decided to try make something that'd display the count of objects (I had to watch half a youtube video to figure it out), though I wanted to go a step further and have it display what type of object is being stored. It's got support for iron, copper, steel, sulfur, plastic, solid fuel, coal, crude...
- Thu Jul 07, 2016 3:07 pm
- Forum: Gameplay Help
- Topic: Oil for 1 rocket per minute
- Replies: 26
- Views: 11176
Re: Oil for 1 rocket per minute
2k barrels is 4x chests, so if I have 4 for loading and 4 for unloading, it ensures the loading ones are always full, and unloading ones just about empty. Anyway, I've played around a bit and added a couple more items into the circuit, I'm just letting it run for a while with 2 trains in parallel to...
- Wed Jul 06, 2016 6:57 pm
- Forum: Gameplay Help
- Topic: Oil for 1 rocket per minute
- Replies: 26
- Views: 11176
Re: Oil for 1 rocket per minute
After a bit of testing, I think your idea may be the only one that works lol. First attempt was it'd set off once the train became inactive since it'd be full of crude oil and finished unloading empty barrels, but I didn't account for the delay to turn empty barrels to full, so it'd set off before f...
- Wed Jul 06, 2016 10:53 am
- Forum: Gameplay Help
- Topic: Oil for 1 rocket per minute
- Replies: 26
- Views: 11176
Re: Oil for 1 rocket per minute
Ah sweet thanks, just did my first basic combinator :P I'm usually alright with that sort of stuff (I found redstone great in minecraft and made some cool stuff), but just never thought of a use on here before haha. Anyway, I'm just thinking, instead of doing a sum of full + empty, it seems to me if...
- Wed Jul 06, 2016 9:40 am
- Forum: Gameplay Help
- Topic: Oil for 1 rocket per minute
- Replies: 26
- Views: 11176
Re: Oil for 1 rocket per minute
Found a huge flaw with my idea anyway, unless I found a way to only load full stacks, 'wait until full' also includes non complete stacks of oil barrels, so it gets stuck. As to your idea (thanks a bunch for taking the time to write it out), since you'll always have barrels on belts traveling to and...
- Tue Jul 05, 2016 7:59 pm
- Forum: Gameplay Help
- Topic: Oil for 1 rocket per minute
- Replies: 26
- Views: 11176
Re: Oil for 1 rocket per minute
So, I've done the first part, and it's turned out a lot easier than expected for the full amount haha, it seems 1 express belt with 8 assemblers is more than enough, with 2.2k oil barrels per minute (55k oil out of the required 44k, no productivity allowed though). It seems to output oil at a rate w...