Search found 172 matches
- Mon Dec 25, 2017 12:43 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. If you don't have enough space on the belt to ...
- Sat Dec 23, 2017 7:36 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 47156
Re: Friday Facts #222 - Christmas avalanche
wait, you said the fluid wagon has too much capacity? if you actually compare it to storing barrels in a cargo wagon, the fluid wagon is too small! you can transport more fluid in the cargo wagon. It's only a matter of time until they fix that - either they change the amount of fluid per barrel or ...
- Sat Dec 23, 2017 3:00 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 47156
Re: Friday Facts #222 - Christmas avalanche
With this suggestion i risk my life because everyone will hate me: Just remove barrels from the game - Since the entry of the fluid waggon there is no need for them (the main problem in earlier versions were the missing ability to transports fluids over long distances), now they are typical content...
- Sat Dec 23, 2017 8:22 am
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 47156
Re: Friday Facts #222 - Christmas avalanche
qeddgw wrote:The design I'm talking about isn't mine, so insult it all you like. It works great anyway. /thread-derailmentrldml wrote:You will hate me much more: If your nuclear power plant-design only works with barrels, your design is crap.
- Sat Dec 23, 2017 8:13 am
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 47156
Re: Friday Facts #222 - Christmas avalanche
With this suggestion i risk my life because everyone will hate me: Just remove barrels from the game - Since the entry of the fluid waggon there is no need for them (the main problem in earlier versions were the missing ability to transports fluids over long distances) You're risking your life beca...
- Sat Dec 23, 2017 7:54 am
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 47156
Re: Friday Facts #222 - Christmas avalanche
I just wanted to add another voice to the opinion already expressed by others: if you want to reduce the fluid wagon capacity, which I'm not too opposed to, it kinda makes sense for the reasons you specified, you should definitely nerf barrels. Otherwise it would be ridiculous: four times more capa...
- Fri Dec 22, 2017 3:40 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 58329
Re: Version 0.16.7
Sorry for that - I've deleted to much from Blu3wolf's originally posted text. I think his intend was not to say "It was requested as 3-parted wagon" - but as answer to kovarex's text about "the mistake to allowing a feature". To be more specific: I believe, Kovarex didn't refer ...
- Fri Dec 22, 2017 2:28 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 58329
Re: Version 0.16.7
Well, before the train tank existed, feature requests with details were being made for it. As in here : [...] "Train Tank"/fluid waggon != "Train Tank"/fluid waggon with the possibility to split it up into three separate fluid tanks. The fluid waggon is still part of the game, s...
- Fri Dec 22, 2017 2:18 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 58329
Re: Version 0.16.7
Thanks guys for all the updates. Agree ... In flame of discussion sometime we forgot to say thank you for 7 fast updates in last few days. So dear devs - I don't agree with every of your decisions (fluid wagon and new design of concrete) but I think you did a very god job over all. Agree, and same:...
- Fri Dec 22, 2017 1:01 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 58329
Re: Version 0.16.7
To finish, it could be modded, and mods are good for minor functionnality like this. Just no. For the beginning: i'm an enthusiastic vanilla player - i don't like mods in general, even when i tried to code one by myself. My main reason to avoid mods is the simple fact, that the devs try to create a...
- Thu Dec 21, 2017 8:57 pm
- Forum: Ideas and Suggestions
- Topic: circuit logic suggestions
- Replies: 6
- Views: 1937
Re: circuit logic suggestions
- have wires attached to combinators not connect to each other i don't get it - can you describe what you mean? when you attach 2 red wires to the input of a combinator, the signals of the cables merge which can cause problems at another place. Ah ok - but have to disagree, because the effect of me...
- Thu Dec 21, 2017 8:51 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 58329
Re: Version 0.16.7
Removed the mechanics of 3 different fluid tanks in fluid wagon, and simplified it so the fluid wagon has just 1 fluid. Oh no! Now I should fill all 75k with acid to travel it to uranium mines? Why? It was so cool to have just 25k storage... Although i don't understand why the option was killed wit...
- Thu Dec 21, 2017 12:54 pm
- Forum: Ideas and Suggestions
- Topic: circuit logic suggestions
- Replies: 6
- Views: 1937
Re: circuit logic suggestions
sorted by priority: - add more wire colors +1 - add combinators with enhanced logic like a processor. possibly something like the mod factorissimo with combinators can you describe an example, what you missing? - add combinator lights with at least 2 logics +1 - add "any color" to the any...
- Mon Dec 18, 2017 8:00 pm
- Forum: Ideas and Suggestions
- Topic: 0.16 changes
- Replies: 6
- Views: 1249
Re: 0.16 changes
The train scheduling/path finding system is a mess right now: we cannot determine a target precisely. Something like this suggestion i've written earlier would not forbid less effective methods to set up a train-system, but would allow to make it more efficient with the help of circuit logic. If yo...
- Mon Dec 18, 2017 4:29 pm
- Forum: Ideas and Suggestions
- Topic: Belt buffer device
- Replies: 13
- Views: 4547
Re: Belt buffer device
This device's main purpose is UNLOADING. It will accept stacks of items from inserters and will spill them on the belt while backing up its input. This is a solution to currently exposed belt compression issues caused by fixing underground belt compression. This one would be used for inline compres...
- Mon Dec 18, 2017 3:57 pm
- Forum: Ideas and Suggestions
- Topic: Belt buffer device
- Replies: 13
- Views: 4547
Re: Belt buffer device
I am pretty sure you missed the whole point and based your text on just the word buffer. I cannot deny this, what's the sense of this device? In which situations does it help me to make my factorio more efficient what cannot already be done with stack inserters and chests in vanilla? If you have to...
- Mon Dec 18, 2017 3:33 pm
- Forum: Ideas and Suggestions
- Topic: 0.16 changes
- Replies: 6
- Views: 1249
- Mon Dec 18, 2017 3:07 pm
- Forum: Ideas and Suggestions
- Topic: 0.16 changes
- Replies: 6
- Views: 1249
Re: 0.16 changes
Train destination decisions (aka Train stop penalty is applied when exiting the block with it instead of entering which should prevent searching for long paths just before destination train stop.) - I have to admit I was somewhat confused by the phrasing here. But after testing it seems this means ...
- Mon Dec 18, 2017 2:48 pm
- Forum: Ideas and Suggestions
- Topic: Belt buffer device
- Replies: 13
- Views: 4547
Re: Belt buffer device
-1 There is no need for a separate buffer, you can build highly advanced ones with the items vanilla has by default. Examples: https://forums.factorio.com/viewtopic.php?f=5&t=6667 http://kovarex.com/wiki/index.php?title=Storage/Production_buffers https://gaming.stackexchange.com/questions/302074...
- Thu Dec 14, 2017 3:42 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Assign Trains to Schedules (Train Routes)
- Replies: 73
- Views: 21855
Re: Assign Trains to Schedules
For that you would need separate circuit networks for every item you deliver. And wireless connections to a logistics network would be problematic. Before LTN I had 50+ stations needing fuel. That would mean getting 50 separate wires to the stacker from all over the map. Would probably make more se...