Search found 172 matches
- Wed Jan 10, 2018 8:43 pm
- Forum: Releases
- Topic: Version 0.16.16
- Replies: 100
- Views: 44542
Re: Version 0.16.16
Honestly, to all those who want the unintuitive black magic powered splitters : https://xkcd.com/1172/ i understand your message, but which options are left in vanilla to sort two lanes of a belt? I really don't know. Black Magic Splitter-Sort was not a funny thing (and at least it's a good thing i...
- Wed Jan 10, 2018 7:05 pm
- Forum: Releases
- Topic: Version 0.16.16
- Replies: 100
- Views: 44542
Re: Version 0.16.16
RIP Black Magic Splitter :/
Please introduce a legit belt part with a lane sorting function, because inserters (and even stack inserters) are no comparation...
Greetings, Ronny
Please introduce a legit belt part with a lane sorting function, because inserters (and even stack inserters) are no comparation...
Greetings, Ronny
- Tue Jan 09, 2018 10:45 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 288003
Re: Friday Facts #224 - Bots versus belts
I would be a lot happier with the game if the logistics bots were removed. Maybe someone will make a mod of it? I’m curious to understand this perspective. If it is how you feel, then it is how you feel. I’m curious though, why do you feel this way? What benefits to your happiness level happen if b...
- Tue Jan 09, 2018 3:14 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 288003
Re: Friday Facts #224 - Bots versus belts
get rid of the 3 tiers of belts and give us some belt speed increase science to research. Let me drop down a belt system and a way to make it go faster and faster and faster without having to replace thousands of individual belts or letting me run into a glass ceiling that we have now, necessitatin...
- Tue Jan 09, 2018 8:39 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 288003
Re: Friday Facts #224 - Bots versus belts
Regardless, what we need (IMHO) is more flexibility for belts and inserters. Nothing so complex as has been added in mods (though I do love being able to grab and drop anywhere in a 3 square radius), but something to allow more creativity in design than we have right now. People like me push to usi...
- Mon Jan 08, 2018 7:29 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 288003
Re: Friday Facts #224 - Bots versus belts
To be honest, this is off topic, so please let us return to the genuine discussion So, the issue isn't about whether something is OP or not? This isn't a discussion about furnaces There are some furnace setups, that intentionally avoid the electric furnace because of this reasons after all. If you'...
- Mon Jan 08, 2018 3:38 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 288003
Re: Friday Facts #224 - Bots versus belts
Nobody cry about eletric furnaces is OP vs stone furnaces. Because they aren't op. They're OP comparatively... which is the point. Ah..... no. :) Compared to a furnace you have to feed directly with fuel, an electric furnace provides a MASSIVE advantage over fuel fed furnaces. It's not that massive...
- Mon Jan 08, 2018 3:04 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 288003
Re: Friday Facts #224 - Bots versus belts
Nobody cry about eletric furnaces is OP vs stone furnaces. Because they aren't op. Which furnace fits best is a matter of investment cost of ressources, energy consumption and used space. Even the simple stone furnaces from the beginning of the game can be useful in late game, even though almost ev...
- Mon Jan 08, 2018 9:49 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 288003
Re: Friday Facts #224 - Bots versus belts
Trains are actually a great example of balance because despite having massively increased throughput compared to belts, they have their own pretty hefty limitations that keep belts relevant. The proof is there - high end bases are very often 100% bots with few or no belts, but 100% train bases with...
- Thu Jan 04, 2018 6:31 am
- Forum: Releases
- Topic: Version 0.16.13
- Replies: 27
- Views: 15338
Re: Version 0.16.13
A couple of my best friends have 500+ hours played in Factorio and are far from being bored here. Well, maybe this just isn‘t the right game for you - try out the witcher, wow, or any other quest-driven game. Oh hell no, WoW-players don't need this kind of gamers either. @Jetronium: Please go play ...
- Tue Jan 02, 2018 8:14 am
- Forum: News
- Topic: Friday Facts #223 - Reflections on 2017
- Replies: 116
- Views: 37662
Re: Friday Facts #223 - Reflections on 2017
If you need help splitting off of pumps into parallel pipe runs, I've created a mod that may help you out. It can support 200 segments (198 if you exclude the manifold segments at either end of the run) at the full 12,000/s pump speed across 10 parallel runs. That's, why i love this game... "H...
- Sat Dec 30, 2017 7:22 am
- Forum: Releases
- Topic: Version 0.16.8
- Replies: 64
- Views: 27002
Re: Version 0.16.8
At least please don't forget: Almost everything of the changes can be taken back within a mod! If you really think, the fluid waggon changes and the barrel changes are game breaking, just make a mod to fix that your way. Especially creating new or changing existing objects is not that complex. Greet...
- Fri Dec 29, 2017 11:22 pm
- Forum: Releases
- Topic: Version 0.16.8
- Replies: 64
- Views: 27002
Re: Version 0.16.8
You are dreaming. I just told you the arguments other people in this forum posted after i gave the suggestion to remove barrels completely from the game. I don't use barrels by myself, so i had problems to understand the situations where barrels have an advantage Barrel won't be used anymore. It is...
- Fri Dec 29, 2017 9:49 pm
- Forum: Releases
- Topic: Version 0.16.8
- Replies: 64
- Views: 27002
Re: Version 0.16.8
How does that make sense? Barrels are more complicated to set up than a fluid wagon and pipes and take more to keep running due to the constant need for empty barrels and such. It is clearly more complicated, which is fine. But should't the player be rewarded for choosing the more complex alternati...
- Fri Dec 29, 2017 8:20 pm
- Forum: Releases
- Topic: Version 0.16.8
- Replies: 64
- Views: 27002
Re: Version 0.16.8
Right, but it also nerfed belt transport of fluid almost equally. By reducing the capacity of the barrel, if you want to transport say, 1,000 liquid in barrels, you now need 20 barrels instead of 5, which means more belt space and more belts needed. Barrels are not intended to be a better way of tr...
- Fri Dec 29, 2017 7:56 am
- Forum: Ideas and Suggestions
- Topic: Train stations should output the train's color
- Replies: 6
- Views: 1336
Re: Train stations should output the train's color
Actually this sounds cool. Though if I was doing this, I'd send the trains colour as an RBG value on the R,G and B signals. That would give people effectively 3 8 bit numbers to encode various things about the train or it's cargo (or 24 bits total, if you want to use combinators to decode the RGB v...
- Fri Dec 29, 2017 6:02 am
- Forum: Ideas and Suggestions
- Topic: Train stations should output the train's color
- Replies: 6
- Views: 1336
Re: Train stations should output the train's color
This stuff sounds unnecessary and somewhat complicate for me. At least, some of the colours look very familiar to each other. If you want to avoid this, you can only use a few colours. Additionally there are colour blind people out there... To see the train id as human is a nice to have - generally ...
- Wed Dec 27, 2017 3:06 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 58329
Re: Version 0.16.7
However for trains this equation changes to barrels being 3.75 times less efficient than fluid wagons. 1 fluid wagon holds currently 75kL 1 cargo wagon holds 40*50*10 = 20kL As far as i had understood kovarex, the fluid waggon capacity WILL be decreased to 25kL Overall these numbers make barrels st...
- Tue Dec 26, 2017 9:30 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 47156
Re: Friday Facts #222 - Christmas avalanche
So, there's two things to consider: First, it's a lot faster to unload from a tanker, than from a cargo wagon. Not only do you have both inserters and belts moving to deal with, but then there's the time the factory takes to empty and eject the barrel. Nonsense. I can unload with 12 inserter per wa...
- Tue Dec 26, 2017 9:17 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 47156
Re: Friday Facts #222 - Christmas avalanche
kovarex: Are you going to also consider rebalancing pumps? Atm a pump can pump 12000 fluid per second, provided it is connected directly to a tank/tanker at both ends. If players can still use 3 pumps with a fluid tanker at (I'm guessing) 25k, then they can empty a fluid tanker in less than 1 sec. ...