Search found 67 matches

by Terukio
Tue Apr 25, 2017 2:21 pm
Forum: General discussion
Topic: Have Some Questions Before I Buy.
Replies: 112
Views: 115182

Re: Have Some Questions Before I Buy.

Devs have said before, they get the most from a sale if you purchase directly from their site. You will still receive a steam key going about it this way.
by Terukio
Tue Apr 25, 2017 2:18 pm
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 571
Views: 292953

Re: Thank you (Make the dev-team happy today!)

Finally was able to start a new factory, can't wait for the endless research. Thank you for all of your hard work!

New graphics look amazing as well. :D
by Terukio
Sat Apr 22, 2017 3:16 am
Forum: General discussion
Topic: Map Editor and Achievements
Replies: 2
Views: 3930

Map Editor and Achievements

Hi all, Just curious if editing a map and then using said map for a new campaign would disable achievements or not. If doing so would disable achievements, I kindly ask anyone for a great map string for a starting area with a pretty much everything on very high with biters at the lowest setting poss...
by Terukio
Tue Apr 18, 2017 7:21 pm
Forum: General discussion
Topic: New blueprint website, featuring search and automatic images
Replies: 8
Views: 4962

Re: New blueprint website, featuring search and automatic images

This looks awesome.

I can't wait for more blueprints to be available in the future!
by Terukio
Sat Oct 01, 2016 2:21 am
Forum: Videos
Topic: Factorio: The Circuit Network and RSO
Replies: 0
Views: 941

Factorio: The Circuit Network and RSO

Join me as I try to embrace everything circuit with RSO and a few other mods.

Also exploring the proper ratios in the gameplay. Comments/suggestions are much appreciated and will improve quality of future episodes.

2 episodes up, 1 posted each day.

https://m.youtube.com/watch?v=UNnj-dfXCrs
by Terukio
Thu Sep 29, 2016 1:45 pm
Forum: Ideas and Suggestions
Topic: Suggestion about a water pump.
Replies: 173
Views: 39289

Re: Poll: Offshore Pump Should Need Energy

In regards to the poll please keep in mind: When asking closed-ended questions, the choice of options provided, how each option is described, the number of response options offered and the order in which options are read can all influence how people respond. http://www.pewresearch.org/methodology/u-...
by Terukio
Thu Sep 29, 2016 11:15 am
Forum: General discussion
Topic: Outpost Buffer Chest Balancing
Replies: 13
Views: 7263

Re: Outpost Buffer Chest Balancing

Dividing by -6 always gives a number below 1 You're correct on that front, but by using a second circuit connecting the inserter to it's respective chest the ores in the chest will add to the negative value coming from the arithmetic combinator resulting in a number close to zero depending on the n...
by Terukio
Wed Sep 28, 2016 3:05 pm
Forum: Ideas and Suggestions
Topic: Suggestion about a water pump.
Replies: 173
Views: 39289

Re: Suggestion about a water pump.

I can see both sides of the story. Yes planning for the potential of a power outage to keep that water pump primed with coal or wood is required if you remove the magic. Yes this makes it more difficult for newer players to get started. In my opinion, isn't Factorio all about automation and finding ...
by Terukio
Wed Sep 28, 2016 9:49 am
Forum: General discussion
Topic: Outpost Buffer Chest Balancing
Replies: 13
Views: 7263

Re: Outpost Buffer Chest Balancing

Thank you all, I will try this out later tonight. As for the deadlock, would having a chest off to the side with a single item in it and wire that to the green circuit pictured above remove any chance of deadlock as they all would never be perfectly balanced at that point? Edit: thinking back on tha...
by Terukio
Wed Sep 28, 2016 1:45 am
Forum: General discussion
Topic: Outpost Buffer Chest Balancing
Replies: 13
Views: 7263

Outpost Buffer Chest Balancing

Hello all, I'm trying to balance my buffer chests at an ore outpost. There are 6 buffer chests to go into the train and one inserter per chest. I want to enable/disable inserters based on the amount of ore in the other relative chests so that each chest will have 40 ore, then each have 50, then 60, ...
by Terukio
Mon Sep 26, 2016 8:57 pm
Forum: Multiplayer
Topic: Group for 9:pm-10:30 PM Eastern US
Replies: 4
Views: 1723

Re: Group for 9:pm-10:30 PM Eastern US

I'll join you guys tonight.

Steam name is "sum(series(n,n,1,25)) - 3"

Add me please!
by Terukio
Thu Sep 22, 2016 3:00 pm
Forum: Ideas and Suggestions
Topic: Underground Belt Upgrade Techs mentioned on Stream night
Replies: 4
Views: 1505

Re: Underground Belt Upgrade Techs mentioned on Stream night

I think the belts should upgrade in the following way:

+1 +1 +2 +3 +5 +8 +13 +21 ...

Much more sensible :P
by Terukio
Mon Jul 04, 2016 2:40 pm
Forum: General discussion
Topic: Insert a specific amount of items.
Replies: 9
Views: 11526

Insert a specific amount of items.

Hi all, I'm trying to create smart furnaces but I keep running into the problem of a furnace getting stuck to due the fact that when the inserters turn off there is still 2 or 3 iron plates in the furnace and it can't make another steel blocking it from making any other type of material. I'm trying ...
by Terukio
Fri Jun 17, 2016 1:17 pm
Forum: General discussion
Topic: Production down indicator.
Replies: 23
Views: 7854

Re: Production down indicator.

wahming wrote:You would need to wire all the chests together. At least till 0.13, when circuit networks will be able to access the logistic network information. If you're ok with that, I'll edit a screenshot with the details.
Sure, I'd be interested in seeing what you came up with and try it out myself.
by Terukio
Fri Jun 17, 2016 12:08 pm
Forum: General discussion
Topic: Production down indicator.
Replies: 23
Views: 7854

Re: Production down indicator.

Would i have to wire all resource chests together or am I able to use the logic network as that is where everything is stored? And I can't wait to see the pictures!
by Terukio
Thu Jun 16, 2016 11:45 pm
Forum: General discussion
Topic: Production down indicator.
Replies: 23
Views: 7854

Re: Production down indicator.

I like the suggestions guys but I don't think this solution is very feasible for having 1mil+ resources with bots ferrying it around. I might just not be seeing the potential in my game too.
by Terukio
Thu Jun 16, 2016 5:32 pm
Forum: General discussion
Topic: Productivity or Speed
Replies: 6
Views: 12461

Re: Productivity or Speed

Alternating rows of speed beacons and productivity assemblers. Each beacon effects 8 assemblers, and each assembler is effected by 8 beacons. Pretty much can't be beat. Do not use direct feed because it messes up the layout, instead just use lots of requester and provider chests, bots love this kin...
by Terukio
Thu Jun 16, 2016 2:33 pm
Forum: General discussion
Topic: Production down indicator.
Replies: 23
Views: 7854

Re: Production down indicator.

Chest with random item, Green Inserter, Circuit Chest connected to a light. Green Inserter moves the item if the logistic network has less than X of an item, the light turn on when the circuit chest isn't empty. I use 28 inserter train unloading stations, so that's 28x2 (row of passive provider and...
by Terukio
Thu Jun 16, 2016 1:43 pm
Forum: General discussion
Topic: Production down indicator.
Replies: 23
Views: 7854

Re: Production down indicator.

True that would work, but I guess the questions still stands if this would be possible :P
by Terukio
Thu Jun 16, 2016 1:25 pm
Forum: General discussion
Topic: Production down indicator.
Replies: 23
Views: 7854

Re: Production down indicator.

I was thinking about when it is running low but I have 1mil+ of copper and iron. The reason why I wanted to know when my consumption started to over power my production was so that I know I need to setup a new outpost before my materials start to drain too low.

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